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Second Life Storytellers (and other games for avatars) Projects in Second Life By Pete Wardle.

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Presentation on theme: "Second Life Storytellers (and other games for avatars) Projects in Second Life By Pete Wardle."— Presentation transcript:

1 Second Life Storytellers (and other games for avatars) Projects in Second Life By Pete Wardle

2 Background Lecturer in Multimedia at Trafford College Lecturer in Multimedia at Trafford College MA in Creative Technologies at Salford University MA in Creative Technologies at Salford University Recently commenced PhD studying Identity in Virtual Worlds Recently commenced PhD studying Identity in Virtual Worlds Producing work in Second Life based around the observation that, while the conventions of computer games have largely replaced those of traditional storytelling and games, Second Life opens up opportunities for traditional style storytelling and play within its virtual environment. Producing work in Second Life based around the observation that, while the conventions of computer games have largely replaced those of traditional storytelling and games, Second Life opens up opportunities for traditional style storytelling and play within its virtual environment.

3 Second Life – Experiments in Embodiment (with Alan Hook) I’VE LOST MY VOICE Two avatars swap voice channels and try to find each other by talking to bystanders. Two avatars swap voice channels and try to find each other by talking to bystanders. LOSING CONTROL One avatar hijacks and takes control of another avatars movements and both share the ability to communicate with bystanders One avatar hijacks and takes control of another avatars movements and both share the ability to communicate with bystanders

4 Second Life – Experiments in Embodiment (with Alan Hook) CROSSED LINES Two players in remote locations each hold a conversations with third parties. What is said to one player comes out of the mouth of the second player and vice verca, allowing the players to act as a conduit for a long distance conversation. Two players in remote locations each hold a conversations with third parties. What is said to one player comes out of the mouth of the second player and vice verca, allowing the players to act as a conduit for a long distance conversation.

5 Connecting Points (with Alan Hook for the Tech Museum, San Jose ) A physical space is linked to a second life location through screens in each environment. Participants on one side of the screen control Second Life avatars who interact with participants on the other side of the screen. A physical space is linked to a second life location through screens in each environment. Participants on one side of the screen control Second Life avatars who interact with participants on the other side of the screen. http://creativetechnology.salford.ac.uk /students03_04/mact06_07/Pete_War dle/ConnectingPoint.wmv http://creativetechnology.salford.ac.uk /students03_04/mact06_07/Pete_War dle/ConnectingPoint.wmv http://creativetechnology.salford.ac.uk /students03_04/mact06_07/Pete_War dle/ConnectingPoint.wmv http://creativetechnology.salford.ac.uk /students03_04/mact06_07/Pete_War dle/ConnectingPoint.wmv

6 rEMOTICONtrol (work in progress) In the Connecting Point installation users controlled the actions of the avatars. In the Connecting Point installation users controlled the actions of the avatars. In rEMOTICONtrol users will control the perceived emotional state of the avatar as it simulates happiness, pain and anger. (Which will they choose most often?) In rEMOTICONtrol users will control the perceived emotional state of the avatar as it simulates happiness, pain and anger. (Which will they choose most often?) Inspired by Bruce Charlesworth’s Love Disorder. Inspired by Bruce Charlesworth’s Love Disorder.

7 Second Life Storyteller 1 The storytelling tradition is perhaps the earliest and most enduring form of entertainment. The Second Life Storyteller presents a number of ‘talking head’ video pieces of storytellers projected onto wearable masks which are user changeable via a HUD The storytelling tradition is perhaps the earliest and most enduring form of entertainment. The Second Life Storyteller presents a number of ‘talking head’ video pieces of storytellers projected onto wearable masks which are user changeable via a HUD

8 Second Life Storyteller 2 (work in progress) As a central avatar tells the children’s story of the Billy Goats Gruff to the audience, the physicality of the avatar changes in line with the story content to perform the roles of the narrator, the troll and the three goats. As a central avatar tells the children’s story of the Billy Goats Gruff to the audience, the physicality of the avatar changes in line with the story content to perform the roles of the narrator, the troll and the three goats. In development as a performance piece. In development as a performance piece.


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