The Un/Real Duet: Intimacy & Agency through Interaction with a Virtual Character MS in Media Arts and Sciences, MIT 1998-02-00 00:00:00
The duet is a wonderfully appealing mode of interaction between two individuals. Its playful intimacy fosters an environment of shared agency in which expression through a common language yields a creative product. Our experience of art in a host of media primes us to enjoy duets that transpire, not just between two people, but also between a person and a virtual character. These virtual characters are both real in that they have form -- visual, aural, mechanical -- and make us feel things, and unreal -- they're fleshless, bloodless ink on paper, data in chips, scanlines on a screen, collections of logical constructs.
Story Beads: a wearable for distributed and mobile storytelling MS in Media Arts & Sciences, MIT 2000-09-06 00:00:00
Stories take hundreds of different forms and serve many functions. They can be as energetic as an entire life story or as simple as a case of directions to a favorite beach. Storytelling processes are challenge and changed by technological developments in the worlds of text and image manipulation. The invention of writing changed the story from an orally recounted form which was mediated by the storyteller, to a recorded exact version, instead of a fleeting experience, a spoken weaving of the storyteller's tale. The story became an immutable object. In cinema stories are told with a sequence of juxtaposed still images moving at a speed fast enough to fool the eye into seeing a continually changing image instead of one image after another. Television eventually coerced storytelling into 30-minute segments linked together, week by week, over a season broadcast to a large audience. The invention of the computer allowed storytelling to become flexible within a smaller granularity of content. Using the computer capabilities for storage and manipulation of information, authors can design stories and present them to different viewing audiences in different ways. Mobile computing, like the technological developments that came before it, will demand its own storytelling processes and story forms.
Metalinear Cinematic Narrative: Theory, Process, and Tool Ph. D. in Media Arts and Sciences, MIT 1999-06-00 00:00:00
Media entertainment technology is evolving rapidly. From radio to broadcast television to cable television, from motion picture film to the promise of digital video disks, as the media evolves, so do the stories told over these media. We already share many more stories and more types of stories from many more sources than we did a decade ago. This is due in part to the development of computer technology, the globalization of computer networks, and the emerging new medium which is an amalgam of television and the internet. The storyteller will need to invent new creative processes and work with new tools which support this new medium, this new narrative form.
MOOSE Crossing:Construction, Community, and Learning in a Networked Virtual World for Kids Ph. D. in Media Arts and Sciences, MIT 1997-08-09 00:00:00
In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist" approach to use of the Internet makes particularly good use of its educational potential. The Internet provides opportunities to move beyond the creation of constructionist tools and activities to the creation of "constructionist cultures."
The Electronic Scrapbook: Towards an Intelligent Home-Video Editing System MS in Visual Studies, MIT 1991-03-17 00:00:00
How many people's home videos remain unedited and unwatched? Home video is a growing cultural phenomenon; however, few consumers have the time, equipment, and skills needed to edit their work. The Electronic Scrapbook is an environment designed to encourage people to use home video as a creative medium. The systema nd the user collaborate to create home-video stories.
WATCH * GRAB * ARRANGE * SEE: Thinking with Motion Images via Streams and Collages MS in Visual Studies, MIT 1993-01-15 00:00:00
Filmmakers experience a creative reverie seldom enjoyed by novices. That reverie comes as one pieces together thoughts embodied in motion images. This these borrows the manipulation of motion images from editing for the purposes of viewing. It suggests a collection of tools for grabbing elements from video streams and for manipulating them as a way of critical viewing.
LogBoy Meets FilterGirl: A Toolkit for Multivariant Movies MS in Media Arts and Sciences, MIT 1994-02-00 00:00:00
This thesis describes two tools, LogBoy and FilterGirl, which are designed for creating multivariant movies. Multivariant movies are movies which playout differently each time they are presented. Variances in playout can be based on viewer interaction, available content or viewing context. By making use of annotated video databases, multivariant movies can be created which sequence video autonomously based on viewer preferences rather than driving playout through periodic viewer queries. Periodic viewer queries, an interface technique used by most current interactive narratives, detract from the storytelling process by interrupting the viewer's immersion in the story.
Cinema Server = s/t (story over time): An Interface for Interactive Motion Picture Design MS in Media Arts and Sciences, MIT 1992-05-00 00:00:00
Over the past hundred years, cinema has evolved with a few giant steps and many small ones. The crux of the giant steps has been the extension of film language. In general these steps have been enabled by a comparable jump in the flexibility of the technology.
PERCEPTION, AESTHETICS, AND CULTURE IN NEW MEDIA: viewer perception of the Film Look in light of HDTV or, FILM vs. VIDEO Master of Science in Visual Studies, MIT 1988-06-00 00:00:00
The goal of this research is to determine if viewers (mass audience and media professionals) perceive differences between film-originated and video-originated television programming. A secondary goal is to produce a video clip in what is traditionally considered film style, paying the same attention to detail that is normally reserved for a film production. The "Kraus and..." dance company was selected to provide appropriate material for the research. A parallel film-based and video-based dance performance was produced and then shown on side-by-side screens to 250 subjects. Fifty of those viewers (selected to achieve an "expert" and a "mass audience" sample) were also asked to view a series of film and video clips and participate in a depth interview. "Dance in Parallel", the film and video program, is submitted as part of this thesis.
Narrative Guidance of Interactivity Doctor of Philosophy 1995-05-05 00:00:00
Making narrative interactive promises to add a new depth and richness to the act of storytelling. It will allow us to experience story at a new level, more profoundly affecting us than ever before. But to do this we need to understand how a viewer can participate in a drama in interesting and engaging ways without disrupting the plot -- which is the essential structure that transforms a mere sequence of events into a story.
Interpreting the Female Voice: An Application of Art and Media Technology Doctor of Philosophy, Program in Communication Technology and Culture 1986-02-00 00:00:00
This thesis is composed of two parts: this document, and an interactive movie, MARITAL FRACTURE: A MORAL TALE. My interest is in the documentation of women's lives, a process I explored with five major goals:
Digital Cinema: An Environment for Multi-threaded Stories Master of Science in Media Arts and Sciences 1993-09-00 00:00:00
This thesis explores how simple interactive narratives can be constructed from a large collection of digital video clips described in a database. Constructing such narratives means encoding story structures that can allow the computer to choose appropriate clips from the database as the story progresses over time, referred to as orchestration, and establishing rules controlling how and where images appear on-screen, referred to as positional editing. The aim of this thesis is to use orchestration and positional editing to create an environment within which it is possible to view, interact with and understand multi-threaded narratives.
The Moviemaker's Workspace: Towards a 3D Environment for Pre-Visualization MS in Media Arts and Sciences, MIT 1994-08-05 00:00:00
This thesis explores problems related to the use of 3D computer graphics environments for cinematic pre-visualization. Traditional 3D environments are difficult for moviemakers to use both because they are slow and the interface does not provide the moviemaker with an appropriate language for creating camera views. The Moviemaker's Workspace was developed to explore a knowledge based solution to this problem. Central goals of the system were to provide a cinematically acceptable interface, and to the greatest extent possible to speed up the blocking of characters and action on the set. The solutions were tested by simulating a pre-visualization of the motion picture "Casablanca."
Viewpoints on Demand: Tailoring the Presentation of Opinions in Video Master of Science in Media Arts & Sciences 1994-09-00 00:00:00
A model of interaction is presented for a home based system generating evolving documentaries that can be tailored according to the viewer's interests in a given viewpoint or story. This model takes advantage of the strong points in the linear experience that television and movies have traditionally offered by letting the story flow while allowing the viewer's intervention to constrain it. The journalist works in this personalized context by shaping the material for the video database using graphical annotation for video content and story structure.
An Experiment in Form: The Merging of Cinema-Verite Documentary and Narrative Filmmaking MS in Visual Studies, MIT 1988-09-20 00:00:00
The purpose of this thesis was to experiment in form, where borrowing from the cinema-verite approach and the more traditional narrative construction of Hollywood, a film was made which attempts to straddle both genres. This paper discusses the techniques and the methods used to achieve this. The film was shot over two summers, enabling a comparison to be drawn between the initial attempt and the second more defined and experienced shoot.
PlusShorts: Using Punctuation as an Iconic System for Describing and Augmenting Video Structure Master of Science, Media Arts and Sciences Program 2001-05-00 00:00:00
Affordable digital cameras, high bandwidth connectivity and large-scale video hosting websites are combining to offer an alternative mode of production and channel of distribution for independent filmmakers and home moviemakers. There is a growing need to develop systems that meaningfully support the desires of these filmmakers to communicate and collaborate effectively with others and to propel cinematic storytelling into new and dynamic realms.
MILESTONE: Computer Orchestrated Asynchronous Sound and Picture Editing Master of Science in Media Arts and Sciences 1995-05-00 00:00:00
Previous research in digital video orchestration has demonstrated the computer's ability to edit sequences based upon a cooperation between video databases and encoded story knowledge. These systems, however, manipulate sound and picture as a single unit. The next generation digital video systems will need to combine the encoded story knowledge with the ability to manipulate audio and video separately. This thesis creates the infrastructure to support computer orchestrated editing in which sound and picture are treated as separate, complementary tracks.
Animist Interface: Experiments in Mapping Character Animation to Computer Interface MS in Media Arts and Sciences, MIT 1997-09-00 00:00:00
This thesis presents a collection of techniques for integrating character and setting with software agent communication. "Animist Interface" supplements and supplants traditional interface elements such as plain-text dialogue boxes, static images and monotone audio to create a richer, more cinematic messaging environment. The techniques animate subtle nuances on the periphery of the user's attention to increase the bandwidth of computer/user communication.
SLIPSTREAM: A data rich production environment Master of Science in Media Arts and Sciences, MIT 1990-08-10 00:00:00
Film production has always been a complex and costly endeavor. Since the early days of cinema, methodologies for planning and tracking production information have been constantly evolving, yet no single system exists that integrates the many forms of production data. Organization is the key to any successful production; but as filmmaking becomes increasingly complex the organizational task becomes even more intricate. With the current availability of powerful personal computers it is now possible to bring together the different elements of cinematic information in a dynamic multi-media platform. The linking of these elements will create a data rich production pipeline that will pass data between pre-production, shooting, and post production. This thesis will explore the development of this data pipeline for motion pictures, known as SLIPSTREAM.
Three Experiments in Cinema Verite Master of Science 1977-06-00 00:00:00
The two short films I have written about, "Filene's" and "68 Albany Street," were shot during the semester I was a special student at the MIT Film Section. The three major films discussed were shot during the three semesters I was a candidate for the degree of Master of Science. At the time of the writing of this thesis, one of the major films, "Charleen," has been edited, the second, "Backyard," has not (due to lack of funds for workprinting), and the third, "Space Coast," is partially edited with completion pending on another shooting installment. It was my intention to have shot three films before leaving MIT. I am assuming that after graduation, it will be easier to find relatively inexpensive editing facilities to finish old projects than it will be to locate comparably inexpensive equipment to shoot new ones.
Movies, Talkies, Thinkies: An Experimental Form of Interactive Cinema Master of Science in Media Arts and Sciences 1995-06-00 00:00:00
This thesis introduces a form of interactive cinema called "thinkies." Thinkies use the medium of interaction along with cinema to elicit a thought experience in an audience. Thinkies also use a number of specific techniques to affect an audience including: use of an immersive environment, integration of interaction with story, and constraint of narrative construction.
Homer: A Video Story Generator Bachelor of Science in Computer Science and Engineering 1992-05-00 00:00:00
This thesis includes the design, implementation, and use of Homer, a video story generator. Homer takes a specific story model from a supplied database of logged video. Along with the story, a report is created of how well the story model matches the video. The purpose of this application is to encode expert editing knowledge in the form of story models. These models can then be reused by non-experts to create meaningful edits from different collections of video.
The Automatist Storytelling System: Putting the Editor's Knowledge in Software Master of Science 1996-09-00 00:00:00
This thesis presents the Automatist Storytelling System -- an "editor in software" or "narrative engine" -- a system that produces dynamic and responsive presentations from an extensible collection of keyword-annotated materials. Sequencing decisions are made on the basis of association, and the overall structure and meaning of an experience emerges from the interactions of individual material presentations. In this highly decentralized model, viewers are consistently integrated participants, who exert varying degrees of influence or control over the construction of the experience. The viewers' role is considered primarily extradiegetic; viewers' actions influence the process of the storytelling rather than altering actual events in the story world. By making both the viewing experience and authoring process variable and extensible, the Automatist Storytelling System supports new story forms such as the "Evolving Documentary."
Aesthetic Forms of Expression as Information Delivery Units Master of Science 1999-09-00 00:00:00
This thesis presents the hypothesis that aesthetic forms of expression - such as music, painting, video - can be used for direct information delivery. In contrast to text or verbal narrative techniques, which require a conscious act of transcoding, these aesthetic forms stimulate more direct, emotional response. Such a hypothesis could open a new channel for the delivery of various types of information, providing us, in situations of information overload, with a background information channel, leaving our foreground concentrated on the more thought-demanding tasks.
Mobile Cinema Ph.D. in Media Arts and Sciences, MIT 2004-07-00 00:00:00
This thesis develops techniques and methods that extend the art and craft of storytelling, and in particular enable the creation of mobile cinema.
I-Views, a Storymaking Community of, by, and for the Audience Master of Science in Media Technology, MIT 1999-09-00 00:00:00
This thesis presents I-Views, a system that permits individuals to use published, communally owned media clips to author narratives by assembling clips, and to build communities of similar interests based on comparing these narratives. To facilitate sharing of on-line motion pictures and initiate conversations among storytellers/re-tellers and audiences, I-Views allows widely distributed groups of people to view, edit, compare, evaluate and discuss video material over the Internet. There are two types of tools: web-based video studio tools and virtual community building tools. The former allows the user to view, select, save, resequence and publish video clips; while the latter allows the user to initiate dialogues by matching common interests and assumptions and build virtual communities around stories. By offering shared authorship, tools and virtual environments, I-Views demonstrates new story forms such as "Sharable Documentary."
Constraint-Based Cinematic Editing MS in Visual Studies, MIT 1989-06-00 00:00:00
This work presents a computer-based motion-picture editing system capable of the automatic generation of narrative sequences which conform to simple constraints of character emphasis, length, pacing and chronology. The cinematic content model used to generate the sequences is presented, and practical methods for gathering content data during movie production are proposed. The details of the system's implementation and the practical applications of its underlying principles to motion-picture production and multimedia computer systems are discussed.
Reconfigurable Video Master of Science in Visual Studies, MIT 1986-02-00 00:00:00
The problem of efficient access to motion-picture content is explored, particularly when it is being used as an information resource. Traditional linear-access modes do not provide for a personalized presentation, and most computer-aided video instruction systems do not allow for exploration.
Patina: layering a history-of-use on digital objects Master of Science in Media Arts and Sciences, MIT 1998-09-00 00:00:00
This thesis contains a set of experiments that explore the creation and impact of social traces on digital objects. I hypothesize that layering a "history-of-use" on digital objects will positively enhance their use and build an awareness of distributed audiences. In an attempt to construct a symbolic language of audience participation, this project consists of several initial and one primary experiments which explore the parameters of communicating use-based meta-data in the background and on the object itself.
Intercreative Cinema: Collaborative Expression with Digital Video MS in Media Arts and Sciences, MIT 2001-09-00 00:00:00
Advances in technologies for digital video editing and streaming have lowered the barrier to entry for aspiring videomakers, and they provide an opportunity to expand the vocabulary for using and sharing video. Custom interfaces for editing and sharing video can suggest and support novel methods of collaborative production, cinematic narration, and casual dialogue with media. This thesis research presents Individeo, an online application for video browsing and editing, and explores how interface design can enable closer collaboration among online videographers. The thesis evaluates Individeo's custom interfaces through Honeymoon, an experimental collaborative video production, in which geographically separated videomakers attempt to build a cinematic narrative together through online collaboration.
The Extended Museum: Production and Design of the Harold Tovish: Sculptor and Eadweard Muybridge: Motion Studies Videodisks Master of Science in Visual Studies, MIT 1989-06-00 00:00:00
Art museums have always been educating institutions. The meaning of this concept has changed over time and increasingly has come to include use of media both within the museum and beyond the museum walls. Interactive videodisc is a form of publication which can significantly enhance the museum experience by making the art and the artist more accessible both to those who work with museum collections and to those who wish to lean and teach about the art experience.
If You Could See What I Mean..: Descriptions of Video in an Anthropologist's Video Notebook Master of Science 1992-09-00 00:00:00
The Anthropologist's Video Notebook is a video database application that allows researchers to present movies in a format that reflects the contextual complexity of ethnographic data. The Anthropologist's Video Notebook is grounded in both the practice of ethnographic research and motion picture production. The lexical descriptions of video content are represented using the Stratification system. Stratification is a context-based layered annotation method which treats descriptions of videos as objects. Stratification supports the complimentary and at times contradictory descriptions which result when different researchers use video source material which is available on a random access video workstation. The development of the Anthropologist's video notebook is based on real field work experience in the state of Chiapas Mexico. The inegration of ethnographic research methods and video production heralds a new research methodolgy called video ethnography. Video ethnography is the study of how meanings are attributed to video over time. The Stratification system allows for the analysis of the significance of the content of video in terms of the context of where it was recorded and also the context where it appears in an edited sequence.
Some Assembly Required: Cinematic Knowledge-Based Reconstruction of Structured Video Sequences Master of Science in Media Arts and Sciences, MIT 1996-06-00 00:00:00
Cinema is a stream of audio and visual elements orchestrated in time providing us with a rich language and tradition of storytelling. New media technologies, particularly structured video, open up possibilities to expand and evolve the language of cinema and establish new modes of content delivery. The work described in this thesis investigates and demonstrates the cinematic potential of structured video techniques. With structured video we are no longer limited to the immutable frames that constrain conventional cinema. We are now able to composite images from a collection of media objects in real time at the moment of presentation.
ActiveStories: Infusing author's intention with content to tell a computationally expressive story MS in Media Arts and Sciences, MIT 1998-08-00 00:00:00
Current digital tools for cinema have been cast in the same mold as their analog equivalents. The computational medium promises more: to expand expression beyond the physical edge of the film frame. In traditional film, the camera constrains how light falls onto the film, but not how you tell a story. In the computer, if authors rely on tools built by others, the tool builder determines the vocabulary that authors use to tell their stories. However, if authors build their own tools, they access the entire vocabulary of expression that the computational medium provides.
Dynamic Collage: An Interface for Digital Stories MS in Media Technology, MIT 1997-02-00 00:00:00
This thesis describes dynamic collage - a tool for organizing interactive visual experiences and browsing through banks of visual data. I initially developed dynamic collages to guide and preview users choices in an interactive movie. Later, the tool turned out to be useful for a variety of World Wide Web presentations, such as on-line shopping catalogs and interactive newscasts. In the following pages I will
If You Could See What I Hear: Editing assistance through cinematic parsing Master of Science in Media Arts and Sciences, MIT 1991-06-00 00:00:00
The proliferation of camcorders has made it possible for everyone to be a film director. However, the editing process is still reserved for a few specialists who have access to sophisticated equipment. In order to offer a low-cost tool which encourages novices to participate in the process, we need to better understand how the power of computers and digital signal processing technology can help to detect basic cinematic modules. The described system combines approaches from different disciplines in order to probe the audio track to find said modules. The system assists the user in the editing process by suggesting potential editing points.
Clotho, a collaborative information weaving tool MS in Media Arts and Sciences, MIT 2002-05-00 00:00:00
Clotho is a collaborative field-reporting tool that provides an environment for gathering stories about a subject or event in a meaningful structure. The relationships between stories constitute the backbone of the structure. Because the main use of the tool is geared towards capturing immediacy, the focus is on mobile devices such as wireless-enabled PDAs. We present the implementation of the tool based on Java and JXME, an open peer-to-peer architecture for mobile devices. An evaluation of the tool and its results are examined.
The Viscous Display: A Transient Interface for Collective Play in Public Space MS in Media Arts and Sciences, MIT 2005-01-00 00:00:00
The Viscous Display is a tangible, mobile, flexible display device that explores the exchange of social information through transient public interfaces. Shaped by principles of so-called "underground public art", the Viscous Display is conceived as a novel communication medium, where symbolic graphic messages can be shared in public spaces. Similar to stickers that are left in public spaces and pheromones that are left by ants in colonies, the Viscous Display is designed as a mobile artifact that is meant to enable participants to leave traces of activity by picking them up, interacting with them, and placing them in various locations. As a consequence, digital information/artifacts can also be left around public spaces via the Viscous Display for people to stumble upon. This thesis will describe the approach and process of designing, constructing and testing the Viscous Display project. The Viscous Display aims to create landscapes that are charged with the traces and messages of others that have inhabited that same space. This work contributes to a vision for changing spatial metaphors in public space.
MIT in Motion: An Interactive Multimedia Information Retrieval System BS in Electrical Engineering, MIT 1989-05-00 00:00:00
Multimedia environments offer the ability to incorporate visual, textual and aural material in a coherent and contiguous manner. While most systems achieve a true multimedia presentation, many fail to utilize any media other than text for active retrieval methods.
Mindful Documentary Ph.D. in Media Arts and Sciences, MIT 2005-05-00 00:00:00
In the practice of documentary creation, a videographer performs an elaborate balancing act between observing the world, deciding what to record, and understanding the implications of the recorded material, all with respect to her primary goal of story construction. This thesis presents "mindful documentary," a model of a videographer's cyclical process of thinking and constructing during a documentary production. The purpose of this model is to better support documentary creation through systems that assist the documentary videographer in discovering new methods of observation, ways of thinking, and novel stories while recording the world.
Improvisational Interaction :: a Framework for Structural Exploration of Media Ph.D. in Media Arts and Sciences, MIT 2006-02-00 00:00:00
Whenever we use computers to interact with media, our experience is that of direct control, and the goal of our interactions is either artifact-production (the editor paradigm) or passive exploration (the browser paradigm). This thesis proposes an alternative: a model of media interaction based on the ideas of non-idiomatic improvisation that encourages active exploration of media and its structures. We argue that in order to facilitate this kind of exploration, (1) computational tools must actively participate in the creative process and (2) the interaction framework must allow structural exploration of media. This leads to our main claim: improvisation should be considered a valid and appropriate paradigm for media interaction.
Digital Technology for Conviviality: Making the Most of Students' Energy and Imagination in Learning Environments Master of Science in Media Arts and Sciences, MIT 2001-08-00 00:00:00
This thesis contributes to the body of research on constructionist philosophy. It expands the conceptual framework to a broader scale by linking constructionism to Ivan Illich's notion of conviviality. An emphasis on developing convivial learning environments has been made. The learning activities were developed with a special highlight on the idea of emergent design. The emphasis on conviviality and emergent design allowed a systematic and theorized framework to identify and discuss the pattern in the developmental process of learning activities, which is an area in the constructionist framework that needs more study. I gave special emphasis on learning activities that involve tool construction. I show how the making of tools could strengthen conviviality. I present a concept of dynamic equilibrium that allows different methods of learning and teaching to intertwine. I present a case study based on a five-week fieldwork conducted at a rural school of northern Thailand.
Demonstration Software for an Experimental Video Workstation BS in Electrical Engineering, MIT 1986-05-00 00:00:00
M.I.T. Film/Video desired a computer controlled, Society of Motion Picture and Television Engineers (S.M.P.T.E.) standard compatible video editing and viewing environment for its movie laboratory. Such an environment would serve as a video workstation, providing means in the lab for computer driven manipulation of video information. Computers in the experimental workstation should readily connect to the computational resources in the M.I.T. community. An "open" system, then, supporting a variety of video and computational devices, would enable system expansion while best utilizing financial resources.
Electronic Collage: The Videodisc and Interactive Narrative MS in Visual Studies, MIT 1986-09-00 00:00:00
Interactive narrative is explored as a new, filmic form. One videodisc-based movie, entitled A Different Train of Thought, is presented as an example of the form. Through techniques including the stylized intercutting of documentary footage with enactments, this movie attempts to provide a structural context into which scenes can be variably 'embedded' as a result of the "viewer's" interaction. The form, content, and experience of "seeing" the movie are intended to suggest that perceptions of events develop as a function of selective exposure and interpretation.
The MIT Media Laboratory Videodisc: The Process and Interactive Model MS in Visual Studies, MIT 1986-09-00 00:00:00
In 1985 twelve groups or programs from different schools and departments at MIT came together to form the Media Laboratory, an interdisciplinary research facility exploring new applications of expanding media technologies.
M-Studio: An Authoring Tool for Context-Aware Mobile Storytelling Master of Engineering, EECS, MIT 2003-02-00 00:00:00
The pervasiveness of high-speed wireless networks and handheld computers provide a channel for context-aware video delivery. Mobile Cinema is a new form of motion picture experience in which discrete cinematic events are delivered based on a consumer's navigation through space and time, via the new channel. M-Studio is an authoring tool that helps mobile story creators design and simulate location-based narratives. The tool provides the author with a graphical interface for linking content with a specific geographical space, a framework for developing the story threads for multi-threaded narratives, and a simulator that allows the author to evaluate the story threads that might unfold depending on the path taken by the viewer. The tool also directly generates the XML code that is used by the story server to deliver cinematic sequences to handheld devices. M-Studio has been used in the creation of two mobile narratives.
Tangible Interfaces for Interactive Point-of-View Narratives MS in Media Arts and Sciences, MIT 2002-09-00 00:00:00
This thesis presents three storytelling systems for interactive point-of-view narratives using tangible interface technology. The focus is the design and development of computational story models and interfaces that enable users to experience new forms of interaction with stories in the digital medium.
Media Tables: An extensible method for developing multi-user media interaction platforms for shared spaces Ph.D. in Media Arts and Sciences, MIT 2005-09-00 00:00:00
As digital entertainment applications evolve, there is a need for new kinds of platforms that can support sociable media interactions for everyday consumers. This thesis demonstrates an extensible method and sensing framework for real-time tracking of multiple objects on an interactive table with an embedded display. This tabletop platform can support many different applications, and is designed to overcome the commercial obstacles of previous single purpose systems.
"Space Coast": Notes Master of Science, MIT 1978-02-00 00:00:00
I have written about "Space Coast", a documentary film that my partner, Ross McElwee, and I shot on Cape Canaveral, Florida. The project evolved from a desire to find alternatives to films that concentrate on a single family or on a single event. Consequently, "Space Coast' is about three families that live on the Cape.
Sto(ry)chastics; a bayesian network architecture for combined user modeling, sensor fusion, and computational storytelling for interactive spaces Ph.D. in Media Arts and Sciences, MIT 2002-02-00 00:00:00
This thesis presents a mathematical framework for real-time sensor-driven stochastic modeling of story and user-story interaction, which I call sto(ry)chastics. Almost all sensor-driven interactive entertainment, art, and architecture installations today rely on one-to-one mappings between content and participant's actions to tell a story. These mappings chain small subsets of scripted content, and do not attempt to understand the public's intentions or desires during interaction, and therefore are rigid, ad hoc, prone to error, and lack depth in communication of meaning and expressive power. Sto(ry)chastics uses graphical probabilistic modeling of story fragments and participant input, gathered from sensors, to tell a story to the user, as a function of people's estimated intentions and desires during interaction. Using a Baysian network approach for combined modeling of users, sensors, and story, sto(ry)chastics, as opposed to traditional systems based on one-to-one mappings, is flexible, reconfigurable, adaptive, context-sensitive, robust, accessible, and able to explain its choices...
ComicKit: Knowledge Acquisition of Story Scripts Master of Engineering in EECS, MIT 2005-02-00 00:00:00
The field of Artificial Intelligence stands poised to make great leaps in emulating human intelligence. The development of a way to acquire and use common sense is the key to this advancement. This thesis describes the design and construction of ComicKit, a tool for acquiring story scripts for a common sense knowledge base. ComicKit's core mechanism is dragging and dropping icons into the panels of a comic. As the user creates a comic, ComicKit makes common sense suggestions for the story. ComicKit follows on the successful model of Open Mind Common Sense, a web-based activity that thousands of people around the world contributed bits of common sense knowledge to. It is hoped that many people will contribute a few hundred thousand stories through ComicKit, and build a large corpus of common sense story knowledge.
Database Maintenance for a Video Editing System BS in EECS, MIT 1986-05-00 00:00:00
This thesis works with the data maintenance mode of a video editing system. The editing system we are concerned with consists of three modes: the Maintenance Mode, the Preview Mode, and the Execute Mode. The Maintenance Mode takes care of the video database, namely the Edit Decision List; the Preview Mode allows one to preview the result of edit decisions, and finally the Execute Mode does the actual editing. Data maintenance is done entirely in software. Utility programs are written to retrieve and modify information in the database, display sequences of edit decisions, and interact with other modes.
Metalinear Story Agents - an Exploration in Construction and Delivery Interface MS in EECS, MIT 2001-05-00 00:00:00
Our concepts of story and storytelling have popularly been represented through linear mediums such as books and films. Only in traditions such as theater and oral storytelling, where an author has direct, instant feedback from the audience, has story been able to achieve a more malleable form. The present is pivotal because the evolution of interactive media technology has created new forms of digital expression which enable more reactive, computational ways of constructing, arranging, and presenting stories. Into this context, Kevin Brooks' 1999 Ph.D. work created "Agent Stories", a metalinear narrative authoring software tool which employs a software agent-driven engine to produce one or many possible linear accounts, thus creating multi-linear stories which are especially well suited for our new interactive mediums. Java has further extended this system onto the widely distributed environment of the Internet, and the possibilities for collaboration open new dimensions to the art of computational story writing and storytelling.
Skinscape: A Tool for Composition in the Tactile Modality Master of Engineering in EECS, MIT 2001-05-00 00:00:00
The sense of touch has been relatively unexplored as a compositional medium. This raises the question: Is the skin capable of understanding and ultimately appreciating complex aesthetic information? Evidence from a number of psychophysical studies on the sense of touch suggests that it is. The technology for tactile composition is currently available; the possibilities for applying this technology in an artistic context have presumably been overlooked. Hence, this paper represents a shift in focus toward more abstract applications of haptic and tactile stimulation technology. Tactile composition is approached as a multi-modal activity involving the senses of hearing and touch - essentially "cutaneous choreography" to music. The use of several psychophysical dimensions of tactile stimuli as basic vocabulary elements in a compositional language for the sense of touch is investigated. A number of theoretical issues surrounding tactile composition are explored, including cross-modal interactions between audition and touch, the affective response to tactile composition, and the feasibility of exclusively tactile composition. The design and functionality of a system that facilitates composition in the tactile modality is described. The system consists of a vibrotactile stimulator capable of delivering a wide range of spatio-temporal patterns to the surface of the body, as well as a software / hardware control system and a software composition environment which allows a user to compose for the device along with a previously recorded audio track. Initial tests of the system demonstrate its ability to generate aesthetically pleasing, perceptually engaging tactile compositions. The potential applications for this technology are myriad. Tactile composition has especially far reaching implications for the hearing impaired community and for immersive cinema.
The Execution of a Video Editing Controller BS in EECS, MIT 1986-06-00 00:00:00
The Experimental Video Workstation is a design project in computer-aided editing. This paper focuses on the execution software that controls the laser disc players, a record deck, and a video switcher for frame accurate edits. It also discusses the challenges encountered by controlling live machinery with computer software.
MUD: A Networked, Multi-User Database Service BS in EECS, MIT 1990-02-00 00:00:00
MUD is a multi-user, configurable, distributed, network-based database service designed for a workstation-based computing environment. The service is composed of secure primary control and data servers interfacing with various authenticated clients via TCP/IP. The service is secured by using a remote authentication protocol for both servers and clients.
A Java Movie Clip Annotation Tool AUP 1996-05-24 00:00:00
Interactive cinema is a form of multimedia which employs real-time audience input and feedback to alter the playout of a story. In non-linear cinema, the basic cinematic elements of shot, sound, setting, sequence, character, and action are presented in some sequence dictated by a machine algorithm with little or no influence from the author. With the advent of the World Wide Web, virtually all forms of multimedia have become accessible from any machine with an appropriate network connection and Web browser. This paper is concerned with the design and implementation of a Java applet used to annotate a collection of movie clips in constructing a non-linear movie on the Web.
The Emonator: A Novel Musical Interface MS in Media Arts and Sciences, MIT 2000-09-00 00:00:00
This thesis will discuss the technical and artistic design of the Emonator1, a novel interactive musical interface which responds to gestural input with realtime aural and visual feedback. A user interacts with the Emonator by manipulating the surface formed by a bed of rods at the top of the Emonator. The user's movements are analyzed and used to control several music and sound generation engines as well as video streams in real-time. The Emonator is an interesting musical experience for both amateur and professional musicians. It is also versatile, working well as a stand-alone interface or as part of a larger interactive experience.
Just Making Faces? Animatronics, Children and Computation MS in Media Arts and Sciences, MIT 2003-08-00 00:00:00
Computation is a powerful way of knowing and exploring the world that finds its application in a broad range of human activities, from art making to mathematical modeling. Historically, this way of knowing has been taught in a canonical, top-down abstract fashion. This thesis presents a critical historical analysis of computers and computation in order to arrive at a framework for design of spaces for introducing computational concepts. Existing work is revisited before presenting a new system called CTRL_SPACE, specifically built to as an alternate method of conveying computational concepts to young children ages four to seven.
Creating a Media Application to Provoke Process-based Thinking AUP in EECS, MIT 2005-05-16 00:00:00
Open-mindedness and creativity are two key attributes needed to succeed in the world. Without these, we tend to force our opinions on others and fail to understand or negotiate with different views. Some of the most creative inventions and best ideas come from making mistakes, discussing and combining ideas, and straying from a designated goal. The Emonic Process (EP) aims to provide an application in which participants can actively focus on the process of creation rather than on the product of the actions in a casual media environment. The users participate in a collaborative exchange similar to improvisation, but with a computer, to change and explore audio sequences. Focus is driven towards the actual performance and exchange rather than the finished product.
Studies of the Business Opportunities in Context aware Stories for Mobile Users MBA at University College, Dublin 2005-01-00 00:00:00
Companies involved in the mobile technology, infrastructure and devices businesses are increasingly looking for the applications that will drive demand for their products and services within the short to medium future. These companies and the mobile services providers are putting efforts into stimulating the creation of new mobile applications and content for mobile users. Clusters of innovative technology and media companies are encouraged to form in various ways to find the sought after revenue generating experiences, applications and media...
Intelligent Camera Control for Graphical Environments PhD in Media Arts and Sciences, MIT 1994-06-00 00:00:00
Too often in the field of computer graphics, practitioners have been more concerned with the question of how to move a camera rather than why to move it. This thesis addresses the core question of why the camera is being placed and moved and uses answers to that question to provide a more convenient, more intelligent method for controlling virtual cameras in computer graphics. After discussing the general sorts of activities to be performed in graphical environments, this thesis then contains a derivation of some camera primitives that are required, and examines how they can be incorporated into different interfaces. A single, consistent, underlying framework for camera control across many different domains has been posited and formulated in terms of constrained optimization. Examples from different application domains demonstrate a variety of interface styles that have all been implemented on top of the underlying framework. Evaluations for each application are also given.
Community Memory: Building multimedia archives on the Internet MS in Media Arts and Sciences, MIT 2000-02-00 00:00:00
Can we use technology to build and strengthen bonds within communities? Can we build technology that will help to elaborate and preserve the shared history of a community? Can we make the technology easy to use, even for beginning computer users?
TechStyle System: The Management and Memory of Electronic Fabric Input and Output BS in EECS, MIT 2004-05-10 00:00:00
"The two main objectives are management and memory. At any time, the e-fabric unit has two states: pixel input and pixel output. The input state of a unit describes whether or not each pixel has been pressed down. The output sate of a unit describes whether or not each pixel has had a color change (on/off). Management is the ability to change and control both input and output states over time. Memory is the ability to record the history of both input and output states over time. The management and memory of a single e-fabric unit can be combined with other Units to create a powerful collective system of pixel input and pixel output states over time."
OUR STORY TREE: Armenian Diaspora Digital Storytelling Project BS in EECS, MIT 2005-06-06 00:00:00
The Our Story Tree project seeks to create an on-line media sharing community by allowing the creation, viewing, and sharing of personal, historically motivated richmedia narratives. Within its overarching environment, the project introduces a montage approach, "the media confection," which invites users to incorporate the spoken word, music, video, text, pictures and maps to form engaging stories and explorable documentary artifacts.
Women in Architecture: Path and Practice MS in Architecture Studies, MIT 1995-05-12 00:00:00
This project presents an exploration of the lives of three women in the field of architecture today. Through interview, discussion, and the use of electronic, digital media a history of each individual's history unfolds. The heirarchy of information and design were linked from the early stages of the project and it is in the final form of the project that one can discover a format that is consistent in its presentation and navigational structure. The goal was to enable the user to "walk through" the information and compare stories and experiences. Thus, the viewer is encouraged to draw his or her own conclusions from the information presented in the document rather than be influenced by suppositions of the author.
Distributed Systems and Multi-Point Video Recording AUP Project Report, MIT 2002-12-16 00:00:00
This paper describes the application of distributed system techniques to an MIT Media Lab sponsored project on multi-point video recording. The two main improvements to the system are: (1) An algorithm to calculate optimum camera angle based on the locations of other cameras in the system and (2) A method of forwarding information between out-of-range cameras via intermediaries, so that all cameras in the system are aware of each other.
Village Voice: Expressing narrative through community-designed ontologies MS in Media Technology, MIT 2002-06-00 00:00:00
The Village Voice project is a study of the efficacy of a localized ontology in the dissemination of narrative. It seeks to understand how community members can articulate their lives in ways that allow each other to reflect on the makeup of their overall community, and how they represent their community's needs to those outside of the group. I utilize a knowledge model, or ontology, created by community members as a foundation for representing and retrieving story fragments (video clips). The focus of this thesis will be to study the methodology by which such a knowledge model can be elicited, and the relative benefits of representing stories by this mechanism versus the standard database technique of keyword indexing. I evaluate the strengths and weaknesses of this ontology-driven narrative system within the real-world context of a local community of Somali refugees (Jamaica Plain, MA).
Isis, Cabbage, and Viper: New tools and strategies for designing responsive media PhD in Media Arts and Sciences, MIT 2001-06-00 00:00:00
Responsive media are media that can sense and react intelligently to factors like presentation conditions or equipment, audience identity or profile, direct interaction, history or anticipation of involvement, and so on. The emergence of modern computational devices and communication networks, with their power to manipulate media signals and objects, has spurred the development of new forms of responsive media. But a lack of a broad framework for understanding the characteristics of and motivations for these media has resulted in computerbased design tools that do not mirror the character of our projects and working practices and, in turn, compromise our ability to communicate effectively with these media.
Interactivity and Emotion through Cinematography MS in Media Arts and Sciences, MIT 1999-06-00 00:00:00
I have created an automatic cinematography system for an interactive virtual environment. This system controls a virtual camera and several virtual lights in a three-dimensional "world" inhabited by a group of autonomous and user-controlled characters. The virtual camera chooses the perspective from which the world is displayed on a flat screen. The lights control how the three-dimensional digital objects in the world are illuminated. By dynamically changing the camera and the lights, my system facilitates the interaction of humans with this world and displays the emotional content of the digital scene.
MediaConnector: A Gestalt Media Sharing System MS in Media Arts and Sciences. MIT 2002-09-00 00:00:00
Our desire to have common experiences with other people leads us to share media such as photographs and music. With computer networks as the media delivery system we create new opportunities for recording media utilization and ownership. Using traditional and responsive media we explore systems that enable enhanced shared experiences through modeling groups of users. A series of prototypes built with an experimental framework, MediaConnector, help us document observations and behaviors of participants.
A Web-Based System for Media Sharing and Collaborative Tools MS in EECS, MIT 2000-05-00 00:00:00
The design and implementation of MediaExchange examines the design and implementation of server-side software to support media sharing and collaborative tools. Enterprise Java Beans are used as a transactional, distributed, and object-relational framework for creating these tools and services. Adaptation of the server-side Model-View-Controller object-oriented paradigm for EJB is used as a basis for development. EJB architectures that maximize performance and extensibility are investigated. A complete suite of browser-based workflows is implemented, along with client libraries for accessing the system at the application logic level. Examples of application integration with the system are also given.
Learning Constellations: A Multimedia Ethnographic Research Using Video Technology PhD in Media Arts and Sciences, MIT 1990-09-00 00:00:00
This dissertation is an examination of five years of research which includes: an ethnography of children's epistemologies -- in-depth case studies of three children from the Logo constructionist culture called Project Headlight, at the Hennigan School in Boston; a theoretical discussion of the epistemological and ethnographic perspectives underlying the work; and, a description of the multimedia video and design process.
Full-Contact Poetry MS Thesis in Media Arts and Sciences, MIT 2002-09-00 00:00:00
Full-Contact Poetry is a digital play space for children's poetic expression. It is a software environment in which children can express their poetic thoughts, create their interpretations of writing by others and also share these expressions. The environment combines ideas from literary theory and analysis with constructionism to extend tools for poetic expression. Children can experience poetry by playing with words as objects, experimenting with typographic effects, moving words through space and navigating into and through the text, while also being able to incorporate and reconfigure sound and image.
HyperCASE: A Framework for Interactive Multimedia Case Study MS in Management, MIT 1990-06-04 00:00:00
Education serves to provide understanding of the universe around us. Since the beginning of time, man has drawn abstractions from the world to communicate ideas and teach concepts to others. Generally, learned concepts or theories can later be applied to real situations.
Metafilters for the Digital Micromovie Orchestrator BS in EECS, MIT 1993-05-17 00:00:00
Metafilters bring the Digital Micromovie Orchestrator (DMO) into the next stage of its development. The DMO defines a method by which a director can bring together targeted material based on some story mode! which can be computationally defined and orchestrated using sketchy descriptions and filters. The DMO uses two modules, a logging module and a shot selection module, to create a personalized movie from a database of digital video clips. The logging module describes the content of the video clips using sketchy descriptions. The shot selection module determines on the fly which clip will be played next in the personalized movie. Templates provide the basic structure of a movie while filters determine which clips can be played next. The Metafilters concept offers a high level abstraction which defines a standard method to the creation and operation of filters in the DMO. In addition, Metafilters were conceived as the controlling structure of the DMO responsible for managing filters and templates and are the result of making the filter methods and processes more robust and functional. Extending the DMO through Metafilters makes it more powerful and independent by allowing the director more freedom and flexibility in creating stories at various levels of granularity. In implementing Metafilters, the director is given a powerful tool to script his own movies. This paper defines the current abstraction and describes and evaluates the issues surrounding the Metafilters abstraction.
Direct Cinema: Filmmaking Style and its Relationship to "Truth" MS in Visual Studies, MIT 1989-09-15 00:00:00
This thesis consists of two sections: Direct Cinema and its relationship to "truth", and the making of the movie Harlem.
A Database Representation of Motion Picture Material BS in EECS, MIT 1987-05-00 00:00:00
An alternative representation of motion picture material is described within the context of an experimental video workstation. A database structure has been implemented which seeks to provide a more intuitive level of association between visual information and thematic content. As electronic archives become a common resource, the tools to provide a variety of viewing experiences with the same video materials must also evolve. The proposed workstation environment seeks to address this growing need.
A Video Editing Tool for Graphical Representation of Story Structures BS in CSE, MIT 1993-05-17 00:00:00
For my thesis project, I implemented a video editing tool called the story sketch-book. It allows the user to edit the story structure and movie graphically. The primary goal of this project is to show that a graphical representation of movie structures is indeed useful. The secondary goal of this project is to investigate and resolve some of the user interface issues of an interactive tool thathelps the user create story structures graphically.
Dynamic Timelines: Visualizing Historical Information in Three Dimensions MS in Media Arts and Sciences, MIT 1995-08-00 00:00:00
This thesis considers the form and function of the visual communication of historical information in computer-based media. By applying new techniques derived from traditional graphic design and cinema, such as infinite zoom, translucency, and animation, the traditional timeline is transformed into a dynamic, three-dimensional framework for the interactive presentation of historical information.
Children\'s Comprehension of Video Effects: Understanding Meaning, Mood & Message MS Thesis in Media Arts and Sciences, MIT 2002-06-00 00:00:00
Children's comprehension of special effects was examined in a series of digital video workshops designed for 9-14 year olds. Children assessed illusions in film, TV and video. They made observations about a mood or message conveyed through these magical 'tricks' and effects, and generated hypotheses about techniques underlying their production. Children then tested their preconceptions, building action-based stories with effects in the workshop. Children's explanations and videos were compared. Film elements conveying narrative meaning and mood are described. Mechanisms driving change in understanding are discussed.
High-level scripting environments for interactive multimedia systems MS Thesis in Media Arts and Sciences, MIT 1996-02-00 00:00:00
Interave multimedia systems typically consist of many kinds of media objects and input and output components, all of which must be controlled in real time to form a presentation. Although nothing can replace human to human interaction, in many cases it is desirable to automate these management tasks. As the complexity of such systems grow, some method of scripting these presentations in a high-level manner becomes a necessity.
Customized Data Visualization Using Structured Video MS Thesis in Media Arts and Sciences, MIT 1996-02-00 00:00:00
Structured video describes a video sequence in terms of its component structural parts and a set of instructions describing how to recombine them. Structured video research has primarily focused on entertainment applications such as creating and displaying movies. in contrast, the htesis presented in this paper emphasizes the advantages of structured video as a tool for visual communication of information. This thesis expands the current field of structured video research by using structured video as a data visualization technique in a weather information system. Using a structured video approach to data visualization allows users to customize the format of the visual presentation of information. Issues addressed include collection and parsing of information, automatic composition of video sequences, and forms of customization and interaction with the resulting video sequence.
Real-Time Special Effects for Digitized Movies BS Thesis in EECS, MIT 1992-05-00 00:00:00
Personal computers have become powerful enough to record and playback digital video "on the desktop". As PC's become faster, it is becoming possible to not only playback digitized movies, but to manipulate them in various ways as they are playing. Such effects, and how they can reshape our perception of cinematic storytelling, will be explored in this thesis.
Video Postcard: A Tool for Exploring the New Method in Postcard Communication BS Thesis in EECS, MIT 1994-05-18 00:00:00
Since its existence, the postcard has remained a two dimensional entity that embodies the pictorial and textual descriptions of a given moment. Its visual expressions belong solely to the eyes of the photographer or artist who framed that instant in time. The sender can at best describe in words his associations with the picture, but they are never integrated in a way the sender really prefers. If he is given the opportunity to start from scratch and be the photographer, his final product would, for sure, be much more personal. Just as film introduced a definite sense of time and life into still photography and allowed time to be molded as a material, the advent of digital video and high speed, high bandwidth computer networks in a world of rapidly growing connectivity has stretched the expressive potential of a paper postcard into the temporal dimension. This technology not only allows the sender to participate in the creative process of designing personalized descriptions, hence improving personal communication, but also gives him the power of non-linear presentation in an interactive environment of integrated audio, video, and text. It is thus the goal of Video Postcard to provide the necessary tools for transforming the traditional method of communication by postcard into an interactive movie experience available to all.
Arena : Simulating E-Commerce Agent Strategies MEng EECS 2000-05-22 00:00:00
Arena is a software package intended to help e-commerce strategy researchers and designers test buying and selling strategies under different scenarios. It implements and adheres to a set of design criteria intended to ensure its simulation ability as well as prolonging its usable lifetime. The process of implementing Arena involved conducting background research into current strategies and the requirements they impose on a simulator as well as implementing a simple prototype simulator. Arena was used to evaluate aspects of Sardine, a system which models an airline selling tickets to potential buyers. Sardine showed Arena proficiency in implementing systems that provide meaningful results. However, Sardine also revealed some minor weaknesses in Arena’s design that would benefit from additional research.
Using interactive Multimedia for Foreign Language Acquisition BS in CSE, MIT 1992-05-08 00:00:00
This thesis presents the design, implementation, and evaluation of a language learning system using interactive video. The goals are to bridge the gap between the most efficient methods of learning a foreign language and in-classroom teaching by bringing "Cultural Immersion to the Desktop."
A Digital-Video Storyboarding and Sequence-Visualization Computer Program BS in EECS, MIT 1993-05-00 00:00:00
A computer program has been implemented that allows a user to prototype and experiment with different digital-video movie sequences. The computer program, written on an Apple Macintosh computer, explores new interface mechanics that better exploit the non-linear, low-latency characteristics of digital movie files. The program allows a user to organize, annotate, and sequence movie clips. Final sequences can be saved as pointer-based files, allowing further fine-detail editing with other programs.
Storytelling with Salient Stills MS in Media Arts and Sciences, MIT 1996-08-08 00:00:00
This thesis explores the application of machine vision technology to creating digital pho- tographs from video sequences. This class of photographs, called salient stills can have various aesthetic looks depending on the particular video sequence from which they are derived, or from user specified estimation or rendering controls. As a narrative medium, photography is different from cinema. Cinema or video storytelling relies on the evolution over time to convey the story. The context of the story can be presented before, during, or after the content of the story is revealed. In conventional photography, the single image does not usually provide contextual information. The inherent ambiguity of conventional still photography is perhaps what makes photography so interesting to look at: It is an unnatural process to view time standing still. The salient still incorporates elements from many video frames, compositing them in a controlled statistical fashion. Thus, the salient still can preserve the context of video while presenting the content of a visual story.
Synchronized Structured Sound: Real-Time 3-Dimensional Audio Rendering MS in Media Arts and Sciences. MIT 1995-08-11 00:00:00
Structured Sound describes a synthetic audio environment where sounds are represented by independent audio sources localized in time and three-dimensional space within an acoustic environment. A visual analog, structured video, represents image sequences as a composition of visual components, whose dynamics are controlled by a scripting language and which is rendered/decoded in real-time according to an interactively modifiable viewer location. This research takes the audio components of a script and interactively renders them with respect to the position of the listener/viewer. The audio components are discrete sounds and effects synchronized with the actions of script objects, while the acoustic modeling and processing performed accounts for the listener location within the script "world". Coupled with an interactive scripting language and a structured video system already developed, this work produces a real-time three-dimensional structured audio/video system.
Not How They Win or Lose, But How You Watch The Game: Personalized Sports Viewing MS in Media Arts and Sciences. MIT 1994-05-06 00:00:00
Technological advancements in the television industry have changed sports coverage dramatically since sports programs were first introduced on television in the 1940's and will continue to change sports television as digital interactive television evolves. The ability to construct arbitrary and continuous viewing angles of an action event from a limited number of camera view points will dramatically change sports entertainment. The ideas that will be presented in this thesis will describe sports television programming when the capabilities of the new digital age are available for sports television. With digital television, viewers will be able to choose the viewing experience, participate in experience or select the type of filler material between action events. The scope of this thesis will be constrained to investigating the creation of the Synthetic Transition Shot for continuous viewing angles for track sports, e.g. bobsled, and transitions for video games. There are four degrees of complexity to creating the Synthetic Transition Shot determining the parameters which define the shape of the (rack, creating the model of the track from the parameters, merging the model of the bobsled onto the model of the track to synthetically create the action which takes place during the transitions between cameras and merging the synthetic and real footage seamlessly. Bobsled video footage is used in this research because of the geometry and texture of the bobsled and the track, but this research is applicable to other track sports, as well as, video games which transcend from real footage to a synthetic game environment.
Everyday Storytelling: supporting the mediated expression of online personal testimony PhD in Media Arts and Sciences, MIT 2007-02-00 00:00:00
Personal stories make our experiences memorable over time. Transforming our fragmentary memories into shareable narratives helps us to understand and communicate who we are as individual and social beings. This thesis presents Everyday Mediated Storytelling, a model of the casual storyteller's process of capturing, creating and sharing personal mediated narratives. The purpose of this model is to better support rich-media storytelling through systems that enable storytellers to engage with personal media in a reflective, meaningful and shareable process.
Storied Objects: Design Thinking With Time PhD in Media Arts and Sciences, MIT 2007-02-00 00:00:00
The traditional approach to the design of everyday objects is articulated by form and function. This thesis aims to model an approach to design thinking that extends the praxis of form and function to include the expression of time. Designing objects to explicitly express the passage of time extends their useful-useable-desirable quality to include a storied expression of their everyday existence. We introduce a design synthesis framework with a set of principles for object-story-construction. These are used to refigure a recorded history to project an objectcentric perspective. Our principles and method suggest a new class of objects that could be present in future spaces.
For Whom the World Stops: The Himalayan Sadhu in a World of Constant Motion MSVS 1988-06-00 00:00:00
The sadhu is a man who, according to the tradition of Hindi philosophy, renounces his worldly possessions and becomes a recluse in India, for the purpose of attaining a more comprehensive knowledge of human existence. Anthropological research on the sadhu and related subjects was conducted in the U.S.A. over a period of two years prior to location research and filming for five weeks in northern India. An extensive analysis of the sadhu, within the context of Indian civilization and society, Western philosophy, psychology and literature was also undertaken. Subsequently, a method toward depicting the subject on film and video was formulated, recommended and executed. A copy of the video "For Whom the World Stops" is available for reference at the Film/Video Section of the Media Arts and Sciences Section.
The Director\'s Composite Eyeglass AUP for BSEECS 1994-05-06 00:00:00
The Director's Composite Eyeglass performs a digital compositing function of two video images, using a blue screen key to matte the foreground image over the background. It is a chroma-key device implemented in digital hardware. There is a live video feed from which a frame can be captured into memory for use as a background image. This image is then composited with a foreground image, which is shot against a blue screen background. The device filters out the blue screen area from the live foreground image and replaces it with the underlying background image from the frame buffer. The Director's Composite Eyeglass uses modern, special and general purpose hardware to successfully implement this compositing function.
Recording Documentary Movies: An Approach to a Theory MS in Visual Studies 1979-05-00 00:00:00
Cinema theory has often been written from the spectator's viewpoint. The film, videotape or TV program is seen as a finished work. I will attempt to frame a theory from a documentary maker's viewpoint, and include the process that leads to the spectator's viewing.
Women and Film: Basic Considerations MSVS 1980-06-00 00:00:00
Context-Sensitive Multimedia MSVS 1992-09-24 00:00:00
The current growth of multimedia applications illustrates the need for standardized object libraries. This thesis suggests that an object-oriented context-sensitive approach may provide the needed flexibility. This thesis describes the construction of an environment for developing and experimenting with context-sensitive multimedia objects. These objects are designed for use across a wide variety of applications: they are active processes which can adapt themselves to the context in which they are used.
A Video Processor BS in EECS, MIT 1978-05-00 00:00:00
The purpose of theis thesis (project0 was to design and construct a video processor capable of producing a number of useful effects. The design is such that the processor can be used between any two edit video tape recorders as well as in live systems. the circuit can be easily interfaced with external devices to produce additional effects that a user might want to create. The big advantage of this processor over most others is that it works with video tape recorders directly without a time base corrector or any other external equipment. A waveform monitor is useful in setting up the device, but is not necessary.
Focal Lengths and Gravity Waves MSVS 1985-09-01 00:00:00
Film is composed of tiny photographs which, when projected, sometimes look very much like people and things in the real world. Film, too, cannot be separated from its tools. Aesthetic criticism was, and still is, weighted towards consideration of the life-like tiny photographs. This thesis traces the evolution of film technology in order to establish the point where non-fiction ideology (aesthetics) lost pace with technical innovation - a derailment, so to speak, with nefarious implications for the present-day filmmaker. The emphasis is on lenses - the provocative "camera eye" - and sound recording equipment - which proved to be the rate-limiter of technical advance.
Evolution of a Filmmaker MSVS 1980-06-01 00:00:00
Personal filmmaking now has the potential of recording a significant part of the artist's life in greater intimacy than ever before through the use of light-weight, portable, single system super-8 cameras, transferred and edited on 3/4" videocassette. The future viability of film on videodisc will lead to low cost productions and larger distribution of the artist's work.
Videodisc-Based Simulations for Language Learning MSVS 1987-06-00 00:00:00
This thesis illustrates a particular approach to the design of an "interactive fiction movie". The movie is designed for use, as a companion exercise, by MIT French language students. The piece, entitled En Quete d'Un Appartement, was shot on location in France, using native speakers of French. The viewer is invited to become an active participant in the fictional world of the characters and can make decisions that change the outcome of the plot.
DirectIVE: Choreographing Media for Interactive Virtual Environments MS in Media Arts and Sciences, MIT 1997-02-00 00:00:00
This work describes methods for constant choreography for performance and entertainment spaces, using remote sensing technology for interaction, so that the user/performer is not encumbered with wires or sensors. Artificial Life programming methods are used to avoid rigid scripting of user and content interaction. This results in the design of active content endowed with intentionality and autonomous behavior (media creatures). By following this approach I created an Improvisational Theater Space where autonomous media creatures react to the user's movements, speech, etc., to create an improvisational dialog between the user/performer and the performance/entertainment space's content (images, video, sound, speech, text). This space is the last of a series of experiments in the construction of Interactive Virtual Environments (IVEs) that include also DanceSpace and NetSpace. Each of these experiments aims at exploring a specific aspect among those that are essential to create an immersive experience. This research contributes to the field of digital graphic design and content orchestration for virtual reality applications by offering new tools for designing interactive immersive spaces.
Translations Upon Cinema as a Psychotheraputic Rite MSVS 1981-02-00 00:00:00
The following retraces the path of a director tracing the path of a muse from early Spring 1979 through January 1981. What resulted was a form of psychodrama enveloping the cast, crew and director in the making of an autobiographical feature film, "The Flower of Pain."
Journey with Ganapati: A Media Exploration and Analysis of Hindu Religious Ritual Components MSVS 1983-06-00 00:00:00
Applying modern and recent audio-visual technology to the traditional practice and performance of ancient Hindu religious ritual. To illustrate elements of the Indian Rasa theory of esthetics, the canons of Hindu iconography, the symbolism of mantra, yantra, and tantra with the tools of computer graphics, animation, high speed photography, and o entice the imagery in a cocoon of sound spirals with the mechanics of structural and layered sound. To attempt a marriage of the observed ethnographic ritual with the contrived experiential state that modern technological tools permit. The nature of the tape will be circular in time and confined in space. It is to be used repeatedly like an audio record so that the sound-image stimulus becomes more familiar with playing and a familiarity and recognition factor replaces the "only once to be seen and heard" phenomenon.
Truth and Lies in Cinema Verite MSVS 1985-09-00 00:00:00
This thesis consists of two sections: Truth and Lies, and the making of Everything Must Change. Truth and Lies traces several developments made in the evolution of the documentary cinema (both technological and ideological) and explores their effect upon the manner in which the world before the camera has been transformed onto film over the course of the past ninety years. During this period, the documentarian has labored under the constraint of having to present a more or less objective view of his subject, and historically this objectivity has been considered synonymous with "truthfulness"; the filmmaker has not been allowed to present subjective truth. In the eyes of critics, subjectivity and bias were lies. The premise throughout this discussion is that documentaries indeed are subjective statements, and that as the tools available to the documentarian become more and more transparent, this inherent subjectivity becomes increasingly masked. This paper contends that a possible solution to this dilemma might be for filmmakers to include contextual clues to subjectivity within the scope of their work.
Event and Idea: A Writer's Approach to the Videotape Documentary MSVS 1982-02-00 00:00:00
The documentation of ideas has been the basis of my interest in videotape recording. Thoughts, notions and other things from the head often have a dynamic visual and aural nature, which suggests the technology of videotape might be used as a means for presenting ideas. I have attempted to borrow techniques from writing in order to find an approach to producing movies.
Audio Controlled Processor BS 1982-05-00 00:00:00
The purpose of this thesis was to design, construct and apply a device capable of modifying a video image's color by keying on the frequency of an audio source. An Audio Controlled Processor (ACP) is an analog and digital circuit designed to be placed in series between an RGB monitor and a RGB driver. The ACP provides for eight variable frequency keying regions, that if a frequency is detected in that range the intensity of the red, green or blue color vector can be increased or decreased by a programable amount. A prototype ACP was constructed and tested. The device met all functional specifications but produced an undesirable flashing effect inherent to its initial design.
Riverdog Journal MSVS 1979-05-00 00:00:00
In the fall of 1978 I spent thirty-five days filming a river trip through the Grand Canyon. What follows is the background leading up to the making of the film, the conceptual formulations and reformulations, and the issues and consequences which arose during the making of "Riverdogs".
iTheater Interface Design: integrating an educational user interface with a non-linear story engine Master of Engineering, EECS, MIT 2000-05-00 00:00:00
User interface design is an important part of any software application, especially educational programs. iTheater is a powerful application development tool created by Echo Bridge Productions. It is used to implement non-linear interactive stories. This thesis involves enhancing iTheater to allow for video components for the stories, which should greatly improve the user interface for the resulting projects. Taking advantage of the new features, iTheater is then used to create an educational program for health care professionals. The result is effective, although the program does not take full advantage of iTheater's non-linearity.
Personal Cinema in Family Crisis Situations MSVS 1979-05-00 00:00:00
Some Current Problems in the Verite Approach to Film/Video Documentaries Master of Science 1978-06-00 00:00:00
An essay which is comprised of a historical overview of the problems and concerns of documentarists working within the tradition of cinema-verite, and an examination of the effects of these problems and concern on the most current work being done in the field at MIT. As part of the thesis, three short cinema-verite pieces are included in the form of 3/4 inch video cassette, which illustrate the author's own attempts at dealing with these issues at a practical level.
The Edge of the Stage MSVS 1984-06-00 00:00:00
The edge of the stage is not only the point where the mask is removed but also the line where performance enters daily life. The film, The Edge of the Stage, revolves around this point through the lives of five performers. Many levels of illusion are presented and removed as they portray different characters in the film, including themselves. Their roles are both unique and universal as they become metaphors for performance. The vehicle, the film, is not only a transparent medium in which to express the art of performance but rather a structure to reference the performers' art and their lives to the nature of performance in all our lives.
Home Movies Master of Science 1977-06-00 00:00:00
In general, documentary films are made by filmmakers working in crews. Films made in this way tend to relate to their subjects in terms of what is newsworthy about them. Filming what is personal or autobiographical is, for the most part, excluded by this method.
Propaganda and Documentary Filmmaking MSVS 1984-09-00 00:00:00
This thesis consists of a text and a videotape, entitled "A Call For Survival: Personal Responses to the Nuclear Threat."
Communication and Development: Between the Hammer and the Mirror: The Use of Cinema Verite in the Third World MSVS 1984-06-00 00:00:00
This thesis is essentially about the role and use of cinema verite in development communications. The central argument is that the diffusion of this method of filmmaking to developing countries, the technology was separated from the philosophy. Briefly, it is argued that whereas the technology was readily adopted, the philosophy was rejected for a number of reasons. Chief amongst these is that under the major development paradigms of the first two decades after independence, industrialization and state centralization, the media were used to "hammer" the myths of modernization. In such a context, an aesthetic like cinema verite, which is committed to revelation and "mirroring" people as they are, was bound to have difficulties being adopted...
Storied Navigation: Towards Media Collection-Based Storytelling MS in Media Arts and Sciences, MIT 2007-09-00 00:00:00
Life is filled with stories. Modern technologies enable us to document and share life events with various kinds of media, such as photos, videos, etc. But people still find it time-consuming to select and arrange media fragments to create coherent and engaging narratives.
Blindsight MS in Science Communication 1981-05-00 00:00:00
BLINDSIGHT is a film designed for an informed audience, in contrast to science communication films aimed at general audiences with little formal knowledge of a topic. It is a film that joins the documentary-like style of information with the personal experience, emotional involvement style of cinema verite.
One-Man Video Verite: Thoughts on SCENES FROM UNDERGROUND MSVS 1984-09-00 00:00:00
This thesis considers the making of a documentary videotape on the Red Line Subway Extension project in Cambridge and Somerville, Massachusetts entitled "Scenes From underground". It traces my initial plans for an expository 16mm film on the Red Line construction work occurring alongside Harvard University in Harvard Square. It then tells of how the influence of one-person cinema verite filmmaking resulted in the similar use of light-weight video tape recording equipment, and the subsequent utilization of this equipment in the tunnels and subway construction sites of the Red Line Extension Project.
Plans, Pans, and Six Grand in the Can MSVS 1980-01-00 00:00:00
Making an unscripted documentary (cinema verite) film is a kind of exploration into uncharted territory. It was my experience in making "marv Cutler and the Little Prince of Rock" that preconceptions in shooting a scene were rarely realized. The footage returned by the lab, having been shot by me in a state of instant surprise, often had a puzzle quality which would then be reworked into a logical scene which was usually a restructuring, rather than a reporting of the event.
Using Video as Textural Input to a Computer Graphic Database BS in EECS, MIT 1988-12-00 00:00:00
A method for the spatial tagging of images is proposed. With each image, the location, direction, vector, aspect ratio, and view angle of the camera are recorded. These variables correspond to those used in the process of traditional three-dimensional rendering, and are sufficient to characterize the viewing transform performed by the camera. Because of this correspondence, spatially tagged photographs or frames of video may be treated as two-dimensional perspective renderings of their subjects. To demonstrate an application which uses spatial information, several frames of video of a building on the MIT campus were tagged with spatial data as they were generated, and then put through an inverse rendering process to create a three-dimensional database of video textures. The database was used to generate textured renderings of the object from arbitrary viewpoints.
Picture and Sound Editing on optical Media with a Graphical User Interface: Progress Report for MacEdit BS in EECS, MIT 1986-08-10 00:00:00
The optical disk medium has made random access to audio-visual information a practical reality. There are now low-cost systems that allow users to impose an abstract structure upon the material stored on a disk or disks. The organization might be a traditional edited program, a hierarchal database, or something else. The advantage to a software approach is the ability to impose an arbitrary number upon the same optically stored information.
One to One Connections: Building a Community Learning Culture PhD in Media Arts and Sciences, MIT 2007-09-00 00:00:00
The complexity of the school, society and policy, and dominant cultural beliefs about teaching, learning, and knowledge constrain people’s mindsets, paradoxically preventing the fundamental changes that can take advantage of new technologies and address the inadequacies of current educational systems. The same constraints permeate reform efforts as most often the educational establishment tests the transformation of the system one element at a time while attempting to hold all other elements constant, thereby inhibiting more profound changes. The promise of one- to-one computer infrastructure provides such a dramatic alternative to current educational systems that it forces us to think about change at a deeper level, leaving us with the challenge of where to begin.
HyperCASE Application: The Visual Interactive Management Simulator MS in Management 1991-06-00 00:00:00
While some work has been done in the area of interactive multimedia presentations for classroom applications at many levels, little has been done specifically in the area of business school teaching methods. What has been done has aimed at turning the classic "paper based" business school case directly into an interactive application of similar design and structure.
Model Planes and Totem Poles: Methods for Visualizing User Models MS in Media Arts and Sciences, MIT 1995-06-00 00:00:00
In the near future more data collection devices will exist to monitor an individual's actions and interests. This data is useful for tailoring information to the individual consumer. A user model is a growing set of data that describes an individual. For many years user models have been a tool for direct marketing organizations to target magazines and other mailings at consumers who have previously shown interest in similar products. Currently, the user modelling done by direct marketers is crude and inundates the consumer with much unwanted mail. Assuming that better user modelling methods exist and are focused on helping consumers filter information down to their needs, the near future will bring many personalized systems to market. News, entertinment, and correspondence are each ripe fields for personalization...
Some Assembly Required: Making a Smart Editor AUP in EECS, MIT 1996-05-24 00:00:00
Film is a powerful visual medium that transmits an artists concept of a narrative through the use of images and sounds arranged according to complex cinematic language. Some Assembly Required (SAR) is a system that attempts to solve the problem of dumb cropping that occurs in the film to video transfer process today. Utilizing the methodology of structured video, SAR allows a director to control a dynamic editing process via annotations and the rules of Master Scene Language. This dynamic editing preserves the vital visual information that the director deems important to his narrative.
MIDS: A System for Describing Image Content Graphically for Multimedia Design MSVS 1989-09-00 00:00:00
The first step in creating an electronic multimedia design such as an electronic book or hypermedia document is gathering the material. As multimedia information becomes electronically accessible, multimedia designers will need to find the material for their application interactively.
The Wonder of Magic: Eliciting Wonder and Analyzing its Expression MS in Media Arts and Sciences, MIT 2007-09-00 00:00:00
The wonder that occurs while watching a good magic trick or admiring a gorgeous natural vista is a strong emotion that has not been well studied. Educators, media producers, entertainers, scientists and magicians could all benefit from a more robust understanding of wonder. This exploration proposes a theoretical model for this understanding. Additionally, an experiment was conducted to investigate how several variables affect how magic tricks are enjoyed. 'The experiment showed 70 subjects 10 videos of magic while recording their responses and reactions to the tricks. Some individuals were shown the explanations to the magic tricks to gauge their impact on enjoyment. The style of the presentation was varied between two groups to compare the effect of magic presented as a story to magic presented as a puzzle. It was discovered that presentation style has an effect on magic enthusiasts' enjoyment and that a storied presentation is associated with individuals being more generous towards a charity. Contrary to magician's beliefs, the explanations had the effect of making people more likely to want more magic later. Other general statistics about magic spectators are also quantified.
The Mind's Eye: An Approach to Understanding Large Complex Information-Bases Through Visual Discourse MS in Media Arts and Sciences, MIT 1995-09-00 00:00:00
To develop an effective medium that adapts organically to changing information and responds dynamically to users' changing interests, we must rethink the process of designing and presenting information. Most information systems focus on reducing the information load by filtering information. This thesis presents an alternative approach, called the Mind's Eye, that allows people to see all information available in a corpus of information from a high level, while allowing them to quickly dive in for details. The Mind's Eye demonstrates a novel interface approach for visualizing, navigating, and accessing information objects in a large body of unstructured information such as on-line news stories and phoographs available via Clarinews; electronic mail; articles in a historical information-base; and World Wide Web documents...
Use of Shot-Scene Parsing in Generating and Browsing Video Databases BS in EECS, MIT 1995-05-00 00:00:00
There is a large volume of video which exists in the world today, stored in a multitude of different forms. In order to make this information more easily accessible, we need methods of organizing this data in an intelligible manner. This thesis suggests a method of cataloging and browsing videos by extracting key frames from the individual shots and scenes in the film. The algorithms presented herein were tested on video containing a wide variety of images (interviews, sports, computer animation, etc.) They provide a way to automatically segment an audio/video stream into shots and scenes, which could then be used to generate a database for many applications, from logging a broadcasting station's archives to browsing video in a digital library.
Computerized Film Directing BS in EECS, MIT 1987-05-00 00:00:00
The intent of this thesis is to demystify the process of film creation, a domain of unfathomed human creativity, by making significant progress towards a realization of the computer as a tool for film creation. To what extent can the computer, by following its programming, aid a user in the direction and editing of a film? For that matter, what is a film? Theories based on algorithmic methods for story generation, film representation, and editing technique have been developed. Implementation of a valid subset of these ideas involved the production of a shot library, the representation thereof, and rudimentary procedures for film generation. Programming tools consisted of Common Lisp and HPRL, a representation language developed at Hewlett-Packard and beta-sited at the MIT Media Lab.
Mini-Documentaries MSVS 1979-09-00 00:00:00
The considerations, potential and limitations of very short films as exemplified by the production of thirty-eight Mini-Documentaries for the Aspen Movie Map Project.
Agent Stories for Java AUP in EECS, MIT 1999-05-21 00:00:00
The goal of this project was to design and deliver a baseline (proof-of-concept) version of Kevin Brooks' Agent Stories system on a Java/Web platform. This document assumes familiarity with the current Agent Stories system and software. The deliverables were to provide the functionality seen in the Agent Stories system running on the MTropolis platform in February of this year. The two motivations for this work were: 1). the marginal nature of the now-discontinued MTropolis platform amongst both developers and users, which was likely to limit further development and use of the system after Brooks' graduation, and 2). that the current version of Agent Stories is hindered by limitations of the MTropolis platform, which is a powerful presentation environment rather than a true programming tool.
Borders: A Video Documentary BS in Physics, MIT 1990-06-00 00:00:00
A direct cinema style video documentary of the collaborative process behind a multi-media performance was produced. The Artemis Ensemble, a group of poets, musicians and photographers presented their combined work in a performance on October 29, 1989. Using a small video camera, I recorded several rehearsals and meetings of the Artemis Ensemble prior to and including their performance. Editing this footage yielded a 22 minute video focused on the process by which they developed this unique artistic creation.
Tangential Browsing AUP in EECS, MIT 1999-02-00 00:00:00
By themselves, current web browsers do not present users with a simple and cohesive means to browse the World Wide Web. Popular search engines such as Yahoo! and hotbot.com aim to solve this problem by allowing users to search the Web by matching simple queries with related web pages. However, this mechanism adds complexity to the actual act of browsing and thus detracts from the intended leisurely nature of the act. Tangent solves this problem by doing much of the work done by users using traditional search engines to browse the Web. It simplifies the browsing procedure by eliminating the formal search engine query while suggesting relevant URLs to the user on its own. However, Tangent is not without problems of its own. Specifically, the immense size and growth of the Internet presents Tangent with difficulties searching for material, as well as maintaining it. However, this paper will show that Tangent succeeds in offering an alternative to using search engines for users that wish to browse the Web in a leisurely fashion.
Scripts; On the Description of Computer Animated Images MSVS 1985-06-00 00:00:00
The problem of specification of temporal transformations for Computer Animation production is investigated. based on this analysis, an interactive animation language is developed which supports both procedural and key-frame animation. It is a flexible software environment for the design and prototyping of animation programs and interfaces.
A Form-of-Inhabiting Movie: Some Geography About its Physical Features Master of Architecture, MIT 1974-06-00 00:00:00
A building is the verb for how it happened. A movie-making is a building. I happens to be likening itself to landscape. This project is concerned with a new way of describing architectural space, nd with exploring how the format of film (by motion-picture structure and by spatial analog) lends itself to the reconstruction of anyplace in particular. In an architectural sense it is a form-of-inhabiting movie. In a filmic sense it reverses the conventional interrelationship between background / scenes & foreground / event...
Interactive Portraiture: Designing Intimate Interactive Experiences MS Thesis in Media Arts and Sciences, MIT 2006-08-00 00:00:00
In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences.
THE IDEA MELTING POT (IMP): An openly-editable web-based community learning resource for builders MS Thesis in Media Arts and Sciences, MIT 2007-09-00 00:00:00
This thesis discusses the development, use, and potential future for an openly- editable web-based community learning resource for builders. The idea for a resource such as this and how it might be structured stems from Seymour Papert's vision of a Constructopedia: