COSIGN 2003 Proceedings
Grethe Mitchell (ed)
These are the full proceedings of COSIGN 2003, featuring all of the papers listed below plus the introduction written by the organisers of the conference.
This paper describes the author's artwork, "Sucker Today", based on the protests during the G8 summit in Genoa in July 2001. It also discusses his previous work.
A Complete System Of Tridimensional
Graphical Representation Of Information :
This paper describes the author's system for conveying the structure of metadata - and the relationship between separate pieces of information - through its representation in a three-dimensional graphical space.
Signs From A Strange Planet: Role Play And Social Performance In Anarchy Online
Andrew Burn, Diane Carr
This paper explores the MMORPG Anarchy Online using social semiotics, a technique which emphasises context, discourse and motivation in sign making and sign interpretation. The authors also draw upon their own experiences within the game, as well as interviews with other players.
This paper describes the author's artwork, Lexicon. This artwork combines word play with image processing to explore the relationship between verbal languages and software languages, and between free expression and coercion.
Synaesthetic Performance In The Club Scene
This paper provides a history of VJing, placing it within the broader historical context of video art and synaesthetic performance. It also draws distinctions between different styles of VJing.
Messages For A First Person Perspective
This paper describes the results of produced by students at a series of workshops conducted by the author in the artistic modification of Unreal Tournament using FPS level editing tools.
850 hPa 01 MEZ
This paper describes the motivations and techniques behind the author's work, which aims to contrast artistic language with that of science, thereby raising the viewer's awareness of their own decoding process.
melitzah: An Utterance
This paper describes the production of the author's artwork, melitzah. This artwork explores meaning and consists of a searchable database of the artist reading each of the 65,835 head words in the Canadian Oxford Dictionary and 128 volumes of printouts of the waveforms of these words.
From Text To Interface: Theatre And Digital Media
This paper outlines some of the strategies used by the digital performing arts company Res Publica in the development of their recent work, "Enjeux".
A Recombinant Information Space
Andruid Kerne, Vikram Sundaram
This paper describes CollageMachine, a system developed by the author to provide a partially ambient visualisation of the results of searches defined by the user, thereby enabling fluid adaptive dynamic browsing of the web in a way not possible with the current web browser paradigm.
Expressive AI: A Semiotic Analysis of Machinic Affordances
This paper employs a structuralist semiotic analysis to explore the deep relationships between AI code structures, authorial intentionality, and culturally negotiated meaning. It does this through outlining the author's notion of "Expressive AI", as well as discussing several of his artworks.
Contact Expressions For Touching Technologies
Kevin McGee, Annika Harup
This paper explores the potential of "contact expressions" in interface design. Contact expression is the physical contact used routinely by people and animals when other forms of communication are inappropriate, impossible or need supplementing, or because the physical contact itself has significance.
Aphasia + Parrhesia: Code And Speech In The Neural Topologies Of The Net
This paper explores an allegory of the net as a cyborg site, body, and voice through tropes of aphasia and parrhesia. Aphasia is a condition of human recursive speech patterns related to aneurysm and trauma. Parrhesia is â€˜frankness in speaking the truth'.
A Semiotic Approach To Investigating Presence
Shaleph Oâ€™Neill, David Benyon
This paper presents the findings of the authors' semiotic analysis of participants interactions within the immersive virtual environment of the EU funded BENOGO project. The aim of this analysis was to look at the types of meanings that people generate as they interact with these virtual environments.
The Flyâ€™s Eye: Live Spatial Analysis And Deconstruction Of The Video Image
This paper documents the author's project, The Fly's Eye, which uses video tracking and image analysis to create an animated document in both space and time that draws inspiration from the structure and function of the eye of the fly and other processes of vision.
A Game Pidgin Language For Speech Recognition In Computer Games
Tarashankar Rudra, Manolya Kavakli, Terry Bossomaier
This paper outlines the work of the authors towards the development of robust Natural Language Processors. It concentrates on their work in creating a Game Pidgin Language (GPL), with limited vocabulary and simple set of grammatical rules, that can be an effective approach to tackling the
problem of humans interacting with computers (and computer controlled characters) in the context of FPS style videogames.
Symbolic Activities In Virtual Spaces
Leonie Schäfer, Bozana Bokan, Uta Pankoke-Babatz
Wolfgang Prinz, Ava Fatah gen. Schieck, Amanda Oldroyd, Jon Sutton
This paper describes three approaches on DocuDrama, developed as part of the TOWER (Theatre of Work Enabling Relationships) project. Docudrama combines aspects of symbolic acting and virtual storytelling to support cooperative processes and collaborative work within a shared CSCW-oriented virtual environment.
IDtension: The Simulation Of Narrative
This paper describes the theoretical framework and practical application of IDtension, a working system developed by the author for the creation of interactive narrative drama. IDtension allows the user to interact with autonomous computer controlled characters while retaining an overarching narrative that is both satisfying and structured.