390 likes | 449 Views
EXTREME: The Adjective. Outermost or farthest from a center Final: last Being in the highest degree Extending far beyond the norm Of the greatest severity. EXTREME: THE NOUN. The greatest or utmost degree or point Either of the two things situated at opposite ends of a range
E N D
EXTREME: The Adjective Outermost or farthest from a center Final: last Being in the highest degree Extending far beyond the norm Of the greatest severity
EXTREME:THE NOUN • The greatest or utmost degree or point • Either of the two things situated at opposite ends of a range • An extreme condition • A drastic or immoderate expedient
Excitement Excitation Exploration Exuberance Exhibition Extrovert Exhilaration Excommunicated Expose Extricate Expend Exaltation Exanthema Exceed Excellent Exception Excess Exegesis Exemplary Extrude Ex – words:
It’s not about the technology “For some reason, [Walt] had a distrust of engineers as men who designed primarily for themselves without regard for the intended use of the product and he refused to have anyone on the staff with the title, ‘Engineer.’” - The Illusion of Life (by Frank Thomas & Ollie Johnson)
Emotion drives usage of technology: SETI (3 million users) setiathome.ssl.berkeley.edu
CMU’s new Entertainment Technology Center • CMU = fine arts + technology (a rare combo) • 2 year Masters in Entertainment Technology
Vision (prose) Leadership in education and research that combines technology and fine arts to create new processes, new tools, and new vision for storytelling, education, and entertainment.
Those who distinguish between education and entertainment don't know much about either. -- Marshall McLuhan
ETC Co-Directors:Don Marinelli (Drama) on Guitar; Randy Pausch (CS) on Keyboards
The Impact of Interactivity • It is the entertainment hallmark of America’s young • Interactivity may be a bigger change than going from novels to film; it is a paradigm shift of major proportions • Intellectual challenge of interactivity is sharing control between the creator/author and the audience/user/guest/player
Hallmarks of Interactive Entertainment • Multi-sensorial stimulation • Immersive Environments • Inhabiting Virtual Worlds (shared or not) • Non-linearity • Unlimited Imagination • Multi-societal roles and habitations • Extremism (tempting fate)
What is Evolutionary Within the Revolutionary? • Generational Change. • Altered Perception of Time. • Altered Perception of the Planetary Space. • Multi-Sensorial State of Being • Acceptance of Diversity and Multi-Ethnicity. • Altered Parameters of the Mundane. • Pictures as Portals; the Incongruity of the Static Image • Heightened Expectations Regarding the Future. • Immortality in a Hard Drive
Creativity is inside us all... • An American, Ilan Chabay, was asked by Japanese scientists, "How do you teach creativity?” • He replied, "I think we are less efficient at stamping it out."
The World is getting Weird And Yet Strangely Familiar
Furby Four times as much code as the Apollo lunar lander!
Marketing Gets Really Bizarre Encyclopedia comes free when you buy 24 slices of cheese!
Acceptance of the Internet • It took 38 years before the telephone had reached the 10 million-customer mark… • 25 years for cable television to chalk up 10 million customers. • -22 years for the FAX machine • -9 years for the VCR • -7 years for the personal computer • -6 years for CD-ROMS and Wireless Data Services (cell phones) • The Internet reached 10 million customers in 6 months • DVDs reached 10 million customers in 6 weeks
Virtual Evil Empire! George Lucas’ LucasArts Entertainment is in the final stages of developing a massive “multi-player” online computer game (MMOG) that will allow thousands of players to enter a simulated Star Wars universe over the Internet. Launch date is early 2003.
MYST, the largest selling interactive computer game. An Example of Non-linear Storytelling.