III. Augmented Reality Hypertexts


Zone of Gates board game: working prototype. (Click for full size)

Some of the games I researched when designing Zone of Gates included the Duel Masters: Challenge of the Magi set of role playing game books (top) and early grid-based computer games of the 1970s such as Mugwump and Hunt the Wumpus (bottom)

Some of the games I researched when designing Zone of Gates included the Duel Masters: Challenge of the Magi set of role playing game books (top) and early grid-based computer games of the 1970s such as Mugwump and Hunt the Wumpus (bottom)

This is the third in a series of posts detailing my research in the Master of Animation, Games and Interactivity (MAGI) at RMIT University and its subsequent development as a part of my arts practice. You may wish to begin from the first entry. If not, then read on!

My major project in the MAGI program was Zone of Gates - an augmented reality hypertext board game which uses Near Field Communicator (NFC) tags in combination with NFC-enabled smartphones. It was programmed using HTML and PHP.

Each space on the board contains an NFC tag. The players' smartphones function as their playing pieces, and are moved from space to space according to a set of context-dependent instructions sent to their phones by the tags (e.g. “You may move UP or DOWN”, “You may move LEFT or RIGHT”). The object of the game is for each player to determine which space is the 'goal' and unlock it, escaping the Zone and becoming the winner.

The digital side of Zone of Gates was designed to function entirely within a smartphone's internet browser. All game variables are managed on the server side, eliminating the need to download any app.

Each time the game is played, the goal is randomly generated in a different corner of the map. When a player visits one of these distinctively shaped and coloured corners, they will receive a clue as to which one might be the goal - e.g. “The goal has points like a star,” or “The goal is yellow”.

Once the player has collected enough clues, they can deduce the location of the goal and try to unlock it. If they're right, they win the game. If not, they are doomed to wander the Zone forever.

Download the full documentation for Zone of Gates here.

II. Visionary Interfaces


Figure 1. My research diagram on the influences of artist Paul Laffoley. (Click for full size)

Figure 2. Another research diagram I produced in the style of Paul Laffoley.

This is the second in a series of posts detailing my research in the Master of Animation, Games and Interactivity (MAGI) at RMIT University and its subsequent development as a part of my arts practice. You may wish to begin from the first entry. If not, then read on!

My research in the second half of the MAGI program moved towards interactivity and UI/UX design. I had alluded to Ted Nelson’s concept of intertwingularity in an earlier video work, and I was interested in his ideas regarding hypertexts.

Because Nelson’s ideas contributed to the formation of the modern internet, he is commonly referred to as a ‘visionary’. I began researching other so-called internet visionaries— people like Vannevar Bush and Paul Otlet, who described systems for accessing and cross-referencing global databases of information many decades before such systems became a reality.

Considering the rather idyllic nature of these visions, I wondered if Otlet, Bush or Nelson would approve of the pervasively consumerist webspace we engage with today. As professor Ralph Ammer, of the Munich University of Applied Sciences points out, “The design of profitable digital products and services can limit your world view to an extremely narrow perspective.”*

I became interested in developing an alternative ethos to current web design practices— one not rooted in product sales and customer conversion, but in the needs of conscious human beings.

Taking some license with an alternative usage of the term ‘visionary’, I explored the visual art genre known as ‘visionary art’ as a way to design digital interfaces which speak to the soul or Self rather than to the consumer. I was inspired by the statement of preeminent visionary artist Alex Grey that, “Our exposure to technological innovations and diverse forms of sacred art gives artists at the dawn of the twenty-first century a unique opportunity to create more integrative and universal spiritual art than ever before”**.

Additionally, my exposure to the work of visionary artist Paul Laffoley (1935-2015) had happened to dovetail with my research into media art. I believed there were numerous untapped opportunities for cross-pollination between Laffoley’s work and the design of digital interfaces.

Paul Lafolley was primarily a painter working with traditional media. Even so, his paintings have been described as portals, operating systems and interfaces***. His complex, diagrammatic works weave webs of interrelation between seemingly disparate fields of knowledge— much like a deep dive into Wikipedia, or down the hyperlinked rabbit hole of the pre-corporatized internet.

I proposed that Laffoley’s aptitude for visual cross-referencing could be analysed and applied to interactivity design in general. I argued that he was a master of the information design skillset which Ted Nelson dubbed ‘fantics’ (derived from the Greek phantein, “to show” and phantas-tein, “to present to the eye or mind”).

Nelson describes fantics as, “…The art and science of getting ideas across, both emotionally and cognitively.”**** He writes, “The character of what gets across is always dual; both the explicit structures, and the feelings that go with them.”

As art scholar Linda Dalrymple Henderson has observed, Laffoley’s style of visual communication strikes a rather unique balance between the purely cognitive and the emotional or experiential***** (see Figure 1). He combines visual structure and emotive impact to great effect, just as Nelson describes.

Unfortunately, my own fantic skills were not quite up to the task of elaborating on such a far-ranging research proposal, and my final submission proved somewhat unfocused. Nevertheless, I continue to believe that this idea has potential.

*Ammer, R. 2016, Interaction Design is dead. What now? , visited 8 Oct 2018.

**Grey, A. n.d., What is Visionary Art?, Visited 8 Oct 2018.

***Walla, D 2016, ‘The Navigator’, in D Walla (ed.), The Essential Paul Laffoley, University of Chicago Press, London and Chicago, pp. 1-9.

****Nelson, T 1974, Computer Lib / Dream Machines, Nashville, Tenn. USA.

*****Henderson, L 2016, ‘Paul Laffoley and Dimensionality: Visionary Painting as a System of Knowledge’ in D Walla (ed.), The Essential Paul Laffoley, University of Chicago Press, London and Chicago, pp. 31-48.

I. Glitch Art


Glitch-Experiments-OrlandoMee.jpg

This is the first in a series of posts detailing my research in the Master of Animation, Games and Interactivity (MAGI) at RMIT University and its subsequent development as a part of my arts practice. This series is intended to provide a succinct overview only - if you’re after more detail, I invite you to send me an email. Thanks for reading!

My initial studies in the MAGI program explored 'glitch art' and methods for generating or altering images using non-standard digital processes (i.e. by exploiting the weird quirks of obsolete software).

I wanted to develop a simple system in which these various methods could be combined or 'stacked' to create more interesting images. By applying different glitch processes to the same image over multiple iterations, I was able to create some very novel visual effects.

Given that the process of glitching images is inherently about destabilizing or distorting them in unpredictable ways, I considered this methodology to be an ‘aleatoric’ one - meaning it was achieved by ceding a certain amount of control to random chance.

Lee Shang Lun and I took the concept a step further with Glitch Swap: a collaborative, generative art game where two or more players take turns altering blank slates using any method they desire. The players swap slates after each alteration has been made. By the end of the game, the slates have been transformed into highly unique works of art.

Glitch Swap allowed us to embrace the unintentional and to let works develop without fear of imperfection. From a philosophical standpoint, I was led to consider the creative potential in chance accidents, data-corrupting glitches and chaotic malfunction.