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Keynote Presentation
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"Space, Game, Camera.
The perspective interface, the virtual camera,
and the simulation of ‘I’"
By Mike Jones, Lecturer Screen Studies - Australian Film,
TV and Radio School Lecturer - University of NSW,
Australia
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Bio:
Mike Jones combines fifteen years professional experience in
media production with proactive research interests in
visual aesthetics, computer gaming, motion graphics, narrative
form and education. Mike has built a considerable profile
as an award winning writer with broad-ranging expertise in
online development, gaming, screen industry trends and
journalism. he is the author of three books related to media
education and more than 250 published essays, articles
and reviews. Mike has also extensive experience in museum
sector coordinating projects and exhibitions dealing with
popular culture and technology as well as involvement in
developing new software tools for creative practice. He is
currently Lecturer in Screen Studies at the Australian Film TV
and Radio School and teaches in areas of screen history
and production at the University of NSW.
In 2007 he was awarded the Professional Teachers Council
outstanding service award. His online home can be
accessed at
www.mikejones.net.au
Abstract:
"Space, Game, Camera.
The perspective interface, the virtual camera, and the
simulation of ‘I’"
For screen-based media the ‘frame’ is the compositional axis
around which an interaction paradigm is assembled.
Drawing from ideas embedded in auteur cinema this act of
populating the frame is known as Mise en Scene, from the
French,
meaning to ‘place into the scene’. What is subtly embodied in
this model is the pre-defining of the position of the Viewer
in
their survey of the screen interface; a staging for the user.
Yet, the heart of the contemporary computer gaming interface
is the 3D computer-generated environment - one that, by
its nature, largely breaks with many of the traditional ideas
of framic composition. A 3D CGI environment is not built on a
pre-defined viewing position but, rather, on infinite and
variable positions within an holistic space. Such composition
is distinctly landscape-architectural rather than framic. Here
it is the environment, the world, the space of the interface
that is composed by the designer not the ‘frame’. The camera -
a vanishing point of perspective - is then immersed into the
scene, a staging OF the camera rather than a staging FOR the
camera.
What results is an interaction paradigm of
User-as-Cinematographer and the compositional process is
inverted in
its relationship to the frame. The frame is a means for the
user to interpret and present the composition to themselves.
It is here that the software mechanic of the virtual camera is
the foundation of the game interaction interface. The user
as Camera-Operator is the bridge between intent and
experience; conducted via a simulation of self into a virtual
space - the simulation of ‘I’.
This paper will examine the roles of the virtual camera and
landscape architecture in the construction of game interfaces
and modes of interaction. It will draw upon the overlaps
between moving image forms - live-action, animation, motion
graphics and gaming - and techno-creative processes to present
a functional paradigm for articulating the act of interaction
composition in gaming; the Mise en Space.
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