At
the California Polytechnic State University
(Cal Poly), San Luis Obispo, an interdisciplinary
team of professors and their students from the departments of English,
Art and Design, Architecture, Computer Science, and Graphic Arts and Communication
have designed an interactive new media theater called the CompuObscura,
a device that updates the concept of the camera obscura and connects it
to other CompuObscuras around the globe through Internet II technology
(Internet II is a faster version—twice the throughput—of the
current Internet that is currently restricted for use by select research
centers and major universities in the USA).To inform the development and
design of the CompuObscura, the Cal Poly faculty and students have collected
this technology invention, development and testing process into a research
collective called the Lumiere Ghosting Project.
While the CompuObscura is a fairly complex technical device, and the Lumiere
Ghosting Project is a complicated combination of research, pedagogy, usability
testing, and program management, the ultimate goal for all these projects
is fairly simple, and somewhat light-hearted—they both revolve around
play and experimentation with emerging digital technologies.
The overall goal of the CompuObscura device is to encourage play between
a viewer and a set of images. Like all truly good play the goal is to
simply allow viewers to have fun, to explore, and to interact with images
as freely and as seamlessly as possible. Good, open, free and expressive
play often creates our deepest and most meaningful impressions and our
most memorable narratives (Missac &
Nicholsen). As instructors, students and researchers we are attempting
to create an artistic play and exploration space for adults and children
that allows them to create their own impressions and narratives through
the facilitated process of interacting with a variety of projected moving
images.
Through free-form, interactive play, the Lumiere Ghosting Project is designed
to help people take a fresh look at how the projection and wide-spread
distribution of moving images have complicated, and increased the speed
of cultural change and cultural interaction (Nielsen).
The Lumiere Ghosting Project is also designed to serve as a curriculum
framework inside of which students and faculty can explore the theoretical
and historical ramifications of this wide-spread social change and interaction.
To help accomplish these goals, the Lumiere Ghosting Project makes use
of the CompuObscura both as a device for creation, for technological development,
and for study. Students and faculty connected with the Lumiere Ghosting
Project help design, develop and refine different aspects of the CompuObscura,
but at the same time they are all encouraged to explore (and add to) the
histories that support the object’s design, and to study and learn
from the way viewers interact with the device.
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