Jan 10, 2005
Experience Design: Erik Davis' vision
Experience Design And the Design of Experience
by Erik Davis
This piece appeard in Arcadia: Writings on Theology and Technology (Australia, 2001)
There is no creation ex nihilo. We always work from pre-existing material, both literal substances (wood, a language, the resonance of strings and reeds) and the existing cultural organization of those materials within history, tradition, and contemporary networks of influence. So as we survey the expanding and converging landscape of electronic, virtual, and immersive production, we might ask ourselves: what material is being worked here? Is it simply new organizations of photons, sound waves, and haptic cues? Or does the "holistic" fusion of different media and the construction of more immersive technologies actually suggest another, perhaps more fundamental material?
I’d wager that the new material is indeed rather fundamental: human experience itself. Of course, "human experience" is a vague and historically loaded concept, and a thorough hashing out of the term would require, at the very least, lengthy excursions into Jamesian pragmatism, psychobiology, and Buddhist phenomenology. But for the moment let’s just think of human experience as the phenomenal unfolding of awareness in real time, a movement which tugs against the network of concepts and significations while tending toward the condition of more direct sensation or intuitive perception. In other words, experience may not be able to escape the prisonhouse of language, but it willingly sticks its nose out the barred window and inhales.
Many semiotic and structuralist arguments suggest that we are creatures of language, that nothing, either sensations or intuitions, escapes the domain of signs. But one can just as easily argue that everything that arises in consciousness is experience — that memory, analysis, and reflection all arise in the phenomenal stream, the loops and twists, of James’ "stream of consciousness." As a compromise between these two positions, imagine that you possess an analog Consciousness slider that runs from the nearly totally linguistic on one side to the pure intensities of sensation on the other. While avoiding a strict divide, your thought gizmo allows you to make a gradual though clear distinction between meaning and sensation.
Take the example of a rollercoaster. Obviously roller-coasters exist within a network of symbolic associations. But the act of subjectively submitting your bodymind to a rollercoaster ride, and undergoing the resulting thrills of adrenaline, fear, and gut-fluttering sensation, cannot be directly assimilated to the network of significations that constitute the meaning of rollercoasters. The same point can be made about recreational drugs. Obviously the drug experience is mediated by culture, by expectations, rituals, and social stories about the meaning and value of certain compounds. But we are sticking our heads in the sand if we insist that the evident physiological changes induced by drugs do not correspond with real psychological changes, not only in the content of subjective experience (its images, pleasure fluxes and meanings), but in the more fundamental cognitive parameters which structure experience in the first place.
At the same time, these non-semiotic elements of experience can also function as passageways to new regimes of signs. Fans of psychedelics often find themselves plunging into incoherent or abstract deformations of perception and sensation, only to "break through" into very strange, but nonetheless solid and coherent, worlds of meaning. Immersive works of art or entertainment are also rarely content to simply produce a new range of sensations. Instead, they often function as portals into "other worlds." Following a similar development, the rollercoaster grows into themed adventure rides like Universal Studio’s Back to the Future attraction. These other worlds, of course, are composed of the same sorts of signs that make up our shared human construct — indeed, they often detach those signs from conventional reality, recombining or morphing them within the more malleable zone of the virtual. But in order to successfully boot up these new semiotic universes within a users’ consciousness, the media technology must directly engage the machinery of human perception (proprioception, 3d audio, etc) on a "subliminal" level. In other words, immersive worlds are constructed on a platform of rejiggered experience.
And so we enter the era of what I’m calling Experience Design. A quick scan of our sociocultural landscape suggests that, in terms of artistic practices, mass entertainment, sports, and emerging technologies of pleasure, productive forces are increasingly targeting experience itself — that evanescent flux of sensation and perception that is, in some sense, all we have and all we are.
Let’s begin with the rise of the so-called "experience economy." On one level, this describes an apparent shift within the consumption patters of the younger, more technologically savvy elite, a shift away from the hoarding of material goods and status symbols to the hoarding of novel, exciting, and challenging experiences. (Dennis Tito’s 20 million-dollar space holiday on MIR is the paragon here). The experience economy of the super-rich also dovetails with broader cultural trends, including the dramatic intensification of tourism over the last few decades — a process which offers us increasingly specialized, adventurous, and exotic packages (guzzling ayahuasca with Peruvian shamans, caving in Belize, visiting real live monks in Bhutan). We have also seen a heightened interest in technologically-mediated outdoor activities like rock climbing or wind surfing, along with the rise of "extreme sports," which have little to do with sports as contest and much to do with the production of subjective intensity. The extreme example here is the Bungie jump, which requires neither skill nor exertion beyond the passive willingness to undergo the death-defying neurotransmitter and adrenaline rush that hits the nervous system.
The turn towards increasingly raw experience also marks a number of developments within media and entertainment, including the often-remarked descent to the lowest common denominator of sex, violence and the gross-out stunts of MTV’s Jackass ("Don’t try this at home!"). Over the last ten or fifteen years we have also seen the rise of a new kind of film, one which features amazing special effects, but which otherwise sucks. Whether or not we judge such films to be good, or even worthwhile, depends on how much we accept the new regime of special effects as a semi-autonomous component of cinema whose art is largely devoted to stimulating immediate sensations and visceral — rather than symbolic or narrative — emotion. A similar logic comes to the fore in many computer games and mass applications of virtual reality technologies in amusement parks and arcades, all of which strive for the quality of "immersion" — which is often just another word for simulated experience. Meanwhile, the language of "experience" has become thoroughly integrated into multimedia design, even in the relatively low-bandwidth tricks and offerings that commercial websites use to capture sticky eyeballs.
***
In the musical sphere, we can see a similar shift in the rise of raves, where intense lights, sounds, and projection screens combine to create a visceral, often collective experience of intensity and atmosphere. These effects (and affects) differ markedly from the more traditional identifications available through even the most Dionysian rock concerts. Another crucial ingredient to the rave experience is drugs. As Simon Reynolds has argued, many elements of electronic dance music, including non-sonic elements like light sticks and Vicks Vap-o-rub inhalers, emerged because of the particular effects they produce in a suitably tweaked mind. In fact, psychoactive drugs are in some ways the ultimate "technology of experience," and establish a basic model for Experience Design. The rapid advances in psycho-pharmacology, both corporate and underground, have given rise to a flood of consciousness-modifying substances which promise to both suppress unwanted dimensions of human experience (depression, anxiety) and open up novel spaces of perceptual and cognitive effects to immediate exploration.
Obviously, a startlingly broad range of phenomena can be placed under the umbrella of Experience Design, and such breadth is often suspicious. But despite a number of crucial problems that are overlooked in this acute generalization, it seems crucial to recognize and emphasize the continuity, rather than the divergence, between contemporary practices that target the human sensorium. Across the fields of art, architecture, media, music, pharmacology, even spirituality, we are moving towards the intentional and multi-dimensional stimulation and production of a complex range of increasingly immediate human responses, including the direct induction of classic "altered states of consciousness." These responses extend far beyond (and below) the traditional object of communication: the conscious human subject conceived as a rational agent and a reader of meanings. In other words, as science, pharmacology, and media technology deepen their understanding of how the human nervous system joins with the ever mercurial psyche to produce a lived sense of reality, these knowledges are becoming integrated into the engines of cultural production. To put it crudely, our cultural technologies are becoming less like books and songs, and more like rollercoasters or drugs.
Media art, with its connections to both alternative culture and critical theory, is curiously arrayed when it comes to Experience Design. On the one hand, its theoretical savvy frees it from the traditional notion of the subject as an autonomous agent of meaning, while also increasing the willingness to play with the construction of subjectivity. Yet many artists, writers and theorists remain queasy about the more technoscientific knowledges and practices involved in understanding and producing human subjectivity within the increasingly technical domain of psychology. This reflexively critical response to technoscientific discourses is mirrored in a similarly pervasive set of responses to spiritual or ritual discourses, which also fundamentally engage experience and the production of altered states of consciousness. While artists are becoming more overtly concerned with bioscience and spirituality alike, both of these flinches continue to result in art which stresses critical distance over the direct mobilization of effects and novel zones of becoming. This distance is valuable, but insufficient. However legitimate, skepticism and distrust of hard psychology, neural science, and psychobiology should not cut the (post)humanistic world off from direct engagement with the proliferating technologies of subjectivity.
For one thing, many other sectors of society are perfectly happy to employ these same tools to far more chilling ends. Advertising and marketing are only the most obvious examples on what I would call the right wing of Experience Design. ("Black magic" would perhaps be a more appropriate term, but I will leave the occult dimension of Experience Design aside for now). Here the target is often demonstrably irrational: an instinctive, un-self-aware subject whose inchoate fears and desires are organized around commodities or institutions. Though one must always beware of excessive fears over "subliminal" advertising, mallrats with sensitive noses will also recognize the pine and spice scents pumped into malls around Christmas time. Some slot machines are now equipped with high-tech smell emitters because certain scents have proven to keep individuals at the machines longer. Whether or not these cues are culturally determined is beside the point. What’s important is that at the moment, these stimulants aim for a technical zone of influence below "propaganda," which is still linked explicitly to a field of meanings. Instead they directly attack the limbic system, drawing the subject into a deeper, more immersive activity. As the West embarks on a Shadow War against terrorism, the tools of propaganda and psychic management alike can only proliferate.
***
By embracing the tools of Experience Design, media artists have and can continue to critique our expanding technosphere while also probing its capacity for beauty, pleasure, and novel perceptions -- even wisdom. Artists are uniquely placed to interrogate the production of technological experience, and to question the dominant experiences which are being engineered and renormalized by massive commercial engines of subjectivity. But this critical function must be coupled with experiment, with the willingness to creatively participate in the larger cultural process of re-engineering subjectivity, of pushing the envelope of experience. This is not necessarily a matter of becoming high tech -- relatively low-tech artists like Gary Hill and Bill Viola have made great strides in this direction. But it is a matter of directly engaging, not simply the new technologies, but the underlying technical "material" of subjectivity itself.
Finally, I believe this turn towards experience, in art and technology, is related to the growing embrace of the discourses and practices of spirituality. Whether or not it is defined or encountered within the context of faith traditions or not, "spirituality" largely emphasizes the use of subtle "psychological" techniques and practices to open up and transform our existential, personal, subjective encounter with the world and the self. At its best, the global turn towards meditation, yoga, healing prayer, trance dancing, and practices of loving-kindness reflects a search for a higher tone of experience itself, not a hunger for new consoling beliefs. The secular spirituality of self-help books, brain machines, and leadership seminars can also be seen as a species of "Experience Design" in that it emphasizes changing, or reprogramming, your direct experience of your self in the world. However, here the underlying intentions — which in some sense make or break spiritual aspiration — often leave much to be desired.
Media artists are uniquely placed to explore this emerging world of spirituality without falling into the dogmatic or New Age traps that swallow up so many true believers. Altered states of consciousness are real, and as our media technologies get better at drawing us in and out of them, artists and other non-coercive proponents of the human spirit (or whatever you want to call it) need to become familiar with these states, not simply as a source of inspiration, but as modes of expression, communication, and confrontation itself. By recognizing that the material that we are now focused on is not technology but human experience itself, then we take a step closer to that strange plateau where our inner lives unfold into an almost collective surface of shared sensation and reframed perception — a surface on which we may feel exposed and vulnerable, but beginning to awake.
16:10 Posted in Emotional computing | Permalink | Comments (0) | Tags: Positive Technology, Ambient intelligence
EMagin Z800 3D Visor
The eMagin Z800 3D Visor is the first product to deliver on the promise of an immersive 3D
computing experience. Anyone can now surround themselves with the visual data they need without the limits of traditional displays and all in complete privacy. Now, gamers can play
"virtually inside" their games, personally immersed in the action. PC users can experience
and work with their data in a borderless environment.

360 degree panoramic view
Two high-contrast eMagin SVGA 3D OLED Microdisplays deliver fluid full-motion video in more than 16.7 million colors. Driving the user’s experience is the highly responsive head-tracking system that provides a full 360-degree angle of view. eMagin’s specially developed optics deliver a bright, crisp image.
Weighing less than 8 oz, the eMagin Z800 3D Visor is compact and comfortable. While the eMagin OLED displays are only 0.59 inch diagonal, the picture is big – the equivalent of a 105-inch movie screen viewed at 12 feet.
Only eMagin OLED displays provide brilliant, rich colors in full 3D with no flicker and no screen smear. eMagin’s patented OLED-on-silicon technology enhances the inherently fast refresh rates of OLED materials with onchip signal processing and data buffering at each pixel site. This enables each pixel to continuously emit only the colors they are programmed to show. Full-color data is buffered under every pixel built into each display, providing flicker-free stereovision capability.
READ SPECIFICATIONS
The Z800’s head-tracking system enables users to “see” their data in full 3Dsurround viewing with just a turn of the head. Virtual multiple monitors can also be simulated. Designers, publishers and engineers can view multiple drawings and renderings as if they were each laid out on an artist’s table, even in 3D. The eMagin Z800 3D Visor integrates state-of-the-art audio with high-fidelity stereo sound and a built-in noisecanceling microphone system to complete the immersive experience.
* Brilliant 3D stereovision with hi-fi sound for an immersive experience
* Superb high-contrast OLED displays delivering more than 16.7 million colors
* Advanced 360 degree head-tracking that takes you “inside” the game
* Comfortable, lightweight, USB-powered visor; PC compatible
13:10 Posted in Cybertherapy | Permalink | Comments (0) | Tags: Positive Technology, virtual reality
Latest Technologies presented at CES 2005, Las Vegas
Brand New Head Mounted Display by 3D visor
http://www.3dvisor.com/

MP4 Players 1
http://www.gwaytech.com.tw/
MP4 Players 2
http://www.ktipromo.com/home.aspx

MP4 Players 3
http://www.iperris.com/
13:05 | Permalink | Comments (0)
Play videogames to get fit
From WIRED
Company executives insist that "exergaming" or "exertainment" -- the marriage of physical exercise and video gaming -- is becoming a hot new niche, and the most bullish aficionados say it might even help reduce the nation's obesity epidemic.
The PlayZone was tucked into a back corner of a tent outside the main convention center, far from the gargantuan exhibits by Samsung, Sony, Panasonic and other popular brands.
Although scents reminiscent of a gym sometimes wafted out of the zone, the jam-packed area was popular with retailers and analysts. Six exhibitors -- many startups new to CES -- showed off digital putting greens, optical sensors in miniature dance floors, biofeedback devices and cutting-edge workout contraptions.
One race car simulation contraption -- Kilowatt Sport from Laurel, Maryland startup Powergrid Fitness -- looked similar to a NordicTrack cross-country ski machine hooked up to a wide-screen plasma television. Moving the hand controls while trying to stand up straight on the $800 machine requires extensive flexing of the muscles in the arms, back, abdominal area and thighs.
But most of the PlayZone devices, often played on PlayStations and Xboxes, didn't feel like exercise at all -- exactly what many exertainment companies like to hear.
"The most common question I get is, 'How is this exercise? I just don't see how this is a workout,'" said Abigail Whitting, customer support manager for Kilowatt, which won a CES innovation award. "But it will tone you. It is a workout."
Some exertainment executives say their gizmos can help trim the nation's expanding waistlines -- especially among children, who might be tricked into working out if they think they're merely playing a video game.
According to the Centers for Disease Control and Prevention, 16 percent of boys and 14.5 percent of girls ages 6 to 11 were obese in 1999 and 2000, the latest years studied. That compares with 4.3 percent of boys and 3.6 percent of girls from 1971 to 1974. A sedentary lifestyle was a big contributor to the increase, the CDC said.
"If anything can get your kids off the couch, this is it," said Shawn Clement, North American sales manager for Electric-Spin, the Canadian maker of the $250 Golf LaunchPad. "The whole idea is to get physical, not get lazy."
LaunchPad includes a small putting green with optical sensors within the turf and a tethered, regulation-weight ball that players knock off a standard tee. Players use their own clubs.
Its software has a swing analysis to measure the ball's speed, curve path and other statistics based on the club's trajectory. Serious players may disconnect the tether and use a real ball at an outdoor course, then get real-time analysis of each swing from a laptop computer.
"This is a great way to promote activity," Clement said. "It's not just your average video game."
But medical experts are skeptical. Although they applaud manufacturers for getting people off the couch, they caution against relying on technology alone to slim and tone the record number of out-of-shape Americans. They say individuals, communities, private industry and governments should work together to tackle the problem.
"These video games are certainly helpful but they're not going to solve the obesity epidemic because it's simply too overwhelming," said Frank Hu, a professor of nutrition and epidemiology at Harvard.
Hu authored a study published last month of 116,500 women, finding that people who were physically active but obese were almost twice as likely to die as those who were both active and lean. The Harvard report contradicted a popular notion that exercise alone -- regardless of weight or diet -- is enough to maintain a healthy lifestyle.
But experts' pessimism didn't dampen enthusiasm of Jason Enos, product manager for Konami Digital Entertainment, who soaked through his T-shirt after hours of demonstrating his company's smash hit, Dance Dance Revolution. Players tap their feet to the correct circle on a floor pad, based on cues on the screen.
Advanced levels require fancy footwork, but players work up a sweat even on the easiest level. Players may enter height and weight to determine calories burned per minute, and they may compete against 15 other people worldwide.
Since December 2003, the Japanese company has sold more than 2 million copies of the game -- a teen phenomenon at Japanese and American arcades in the early '90s -- for Sony's PlayStation systems. The software and plastic floor mat sell for $60.
"It's definitely a workout, and it's not nearly as boring as a stationary bike," said Enos, wiping sweat from his brow. "It breaks the mold of the passive video game genre."
10:15 Posted in Serious games | Permalink | Comments (0) | Tags: serious gaming




