Information technology is the keystone of our global culture. Ancient Greek philosophers theorized about a spiritual symbiotic database, a root directory of mankind's knowledge, referred tas been the writing, filming and production of four interactive video shorts. Working with others is intensely exciting for many reasons. Aside from the obvious reward that collaboration brings: much more can be accomplished when a group works together because other people bring new ideas.

The opportunity to work at New York University's Interactive Telecommunications program is much more valuable then simple access to quality production gear. It is a chance to exchange insights and accomplish group goals.

Information technology is the keystone of our global culture. Ancient Greek philosophers theorized about a spiritual symbiotic database, a root directory of mankind's knowledge, referred to as Logos. The astounding evolution of the Internet has trans formed that archaic science fiction into fact. Now the sum of mankind's knowledge is tangibly accessible, and it's chief contents are ironically, logos.

As webmaster I designed some of those logos, made them spin, beep or respond to mouse clicks. I've held a blowtorch to creativity and injection molded it into commercial form. The corporation's control of media governs its distance from the edge, keeping it from becoming to "radical". They impose strict limits along the predefined lines of acceptance by the target demographic. "Stand too close to the edge you might fall off", is the illusion perpetrated by parameters. In reality, waves crashing on the rocks below are a refreshing sea of new and fantastic information. Only by carefully exploring and charting our progress will we be able to benefit from interface types not yet imagined. I want to explore, I hope to learn intensively about to about i nteractive telecommunications.

Obtaining access to powerful high-tech resources is the most significant challenge facing a new media developer. Equally difficult is finding competent collaborative partners who are free to invest time in experimental endeavors. NYU's Interacti ve Telecommunications Program offers creative access to powerful resources and in so doing facilitates a significant expansion of developmental limitations.

 

The human condition is defined by change. Parameters, like the walls separating this from that, can be blurred allowing for smooth transitions. Understanding the patterns of change is the primary intention of science, controlling change is the go al of technology. One who controls computers is in effect tangibly manipulating energy (in its' conventional form: electricity).

Energy/matter is sensitive to concentrated human influence. This indeterminate control is particularly evident in manifestations so obvious as to precipitate the phenomenon's intangibility. Examples range from simple physical manipulations, to the more apocryphal (given the appeal of coincidence) sensitivities of electrical components to thought, intention and beyond. Exercising influence upon our environment requires interacting within it. Interactivity is fundamental to controlling the direction change takes us. I am very interested in interactive presentations that along with action and adventure, include references to a bigger picture.

Interactive media productions of pure philosophic discourse will not necessarily be exciting to participate in. Action is faster, quick edits, detailed characters swinging on knotted plot lines through bold adventure in controversy, relationships, stand-offs, monsters, and time is running out... I believe it is possible to create story lines (with divergent paths to facilitate interactivity) that will keep players on the edges of their seats, while subtly educating them about the often latent power we all have to improve the human condition.

 

Low literacy, environmental abuse, government sponsored media imperialism, all road signs for a downward spiral. Clean water is one of our most valuable resources, and yet we continue to corrupt our planets reserves. Here is an idea for an Interac tive presentation: Imagine a station, as a scaled down version of future Earth, buried deep within the planet's crust. For years the station has been powered by nuclear fission reactors: an efficient form of energy, but not without cost- spent fuel rods t hat were leathery radioactive. Before used fuel can be recomposed it must be cooled. The largest coolant chambers on the station were carefully monitored ponds of water.

Now There is a monster in the station. Deep inside, feeding on energy and heading for the computer core. Gradually evolving it grew in the water. Most of the water was never replaced and the effect of filtering is limited. Despite the scientists e ffort to keep the water clean, eventually microbes began to form. These microbes began evolving at a rate that steadily increased. Six days ago the tech team reported the viscosity in the secondary flow network was 10 percent above the highest acceptable level.

The water continued to thicken. Four days ago a filter block had to be cleared from the valves. After a few moments in the vicinity of the block, the remote controlled flow-bot sent to remove it began losing power.

52 hours ago a water systems tech was sent into the crawlspace adjacent to where the robot had stopped transmitting, also where the water was most congealed. The same place probes indicated was the center of a massive community of symbiotic organis ms that spanned the entire coolant network. A monster, a very potent threat to the station's inhabitants.

There would be several themes to an interactive production of "Station". The monstrous effects of pollution being primary. There is male female interaction on the station, these segments would explore the use of technical jargon as innuendoes. The title itself is an allegory, station (i.e.. channel) of webTV risks cancellation if not properly managed. There are several different avenues of interaction, the most common being a clip of video followed by a user input to determine which clip is played next. I have not only created an example of interactive video with director, also filmed a short basement clip from the station itself. This is only one concept for Interactive production, several other ideas, along with the existing station material are included in my interactive portfolio.

 

When my work on the Internet began I attributed my web pages to an entity called The Developing Interactive Group, or DIG. This was done because I wanted to deter copyright infringement by fronting as a corporate entity, also because I envisioned a time when I would be working collaboratively with other creative techno-savy individuals.

Creating even the simplest interactive video is a complex process. One needs a script that unpaid actors (or friends) are willing to act out, props, and equipment (notably a digital camera and computer with video capture) also a great deal of patie nce. My primary experience with collaboration hals that would be near impossible for an individual. After almost two years working in the field of interactivity, I am well aware that the chance to be a student in the ITP would provide more opportunity then I've previously hoped to imagine. Freedom to be creative with state-of-the-art development tools and motivated collaborative partners, who can ask for more?