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Topics: Interactivity, Video game, New media Pages: 8 (1560 words) Published: October 18, 2014
Domain in Digital Media: video game culture is used as a metaphor to interpret local digital culture(Leonardo, Volume 44, Number 1, February 2011, pp. 90-91). How many different modes of interaction can be used in video games? The example of Mario’s Furniture shows me a direction to investigate. Mario’s Furniture is an interactive video installation integrating computer vision and wireless technology with artistic production and performance. A wireless environment, where viewers become players. Able to play the game in the physical world while seeing themselves and their scores projected on screen in real time. Players’ actions simultaneously take place in the real space of the exhibit and virtual space of the video projection ( Hillary Mushkin, S.E. Barnet. 2008). Interactivity is an essential part in digital media. Salen and Zimmerman introduced four modes of interactivity: cognitive interactivity, functional interactivity, explicit interactivity and beyond-object-interactivity. Besides, Markus Friedl mentions three modes of interactivity: player-to-player, player-to-computer and player-to-game interactivity. I am thinking that if it is possible to be more physically interaction between user and medium. Tack Woo defines two modes of transitive interaction, liminal interaction and transitive interaction. Transitive interaction is considered as more physical transaction between the user and the medium. All types of physical computing, which use sensors to operate digital media, can be defined as transitive interaction. Nintendo Wii’s physical interactive controlling packages are good examples of transitive interaction. (Leonardo, Volume 44, Number 1, February 2011, pp. 90-91)

Hillary Mushkin, S.E. Barnet. 2008. Mario’s Furniture: A Wireless Interactive Video Installation and Game. Project Muse. Leonardo, Volume 41, Number 3, June 2008, pp. 306-307. DOI:http:// http://muse.jhu.edu.ezproxy.library.yorku.ca/journals/leonardo/v041/41.3.mushkin.html

The article claims that an interactive video installation integrating computer vision and wireless technology with artistic production and performance. In this project , the author created a wireless environment in which viewers become players, able to play the game in the physical world while seeing themselves and their scores projected on screen in real time. Players’ actions simultaneously take place in the real space of the exhibit and the virtual space of the video projection.

Tack Woo, Kwangyun Wohn, Nigel Johnson. 2011. Categorization of New Classes of Digital Interaction. Project Muse. Leonardo, Volume 44, Number 1, February 2011, pp. 90-91. DOI:http:// http://muse.jhu.edu.ezproxy.library.yorku.ca/journals/leonardo/v044/44.1.woo.html

This article introduces a new concept, digital interactivity, through examining local digital culture; and video game culture is employed as a metaphor to interpret local digital culture. As a result, 'control-' and 'communication'-based interaction are initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions are initiated. Less physical digital interaction is described as 'liminal' interaction and more physical digital interaction is described as 'transitive' interaction. These new classes of digital interaction can be applied to real-world examples, such as digital interactive installation artworks and video games.

Anne-Laure Fayard, Aileen Wilson. 2010. An Interactive Multimedia Installation Exploring the Relationship between Physical and Virtual Space. Project Muse. Leonardo, Volume 43, Number 3, June 2010, pp.257-262. DOI:http:// http://muse.jhu.edu.ezproxy.library.yorku.ca/journals/leonardo/v043/43.3.fayard.html

The authors, a social scientist and a visual artist, collaborated to produce building_space_with_ words, an interactive multimedia installation. The project investigated the relationship between physical and virtual space and more...
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