If
in the days of the first silent movies, with shaky pictures
and a pianist accompanying the hardly decipherable events on
screen the audience had been told that in less than 50 years,
the medium that they were watching would be the universally
accepted form of art, narrative and indeed communication, there
would probably have been uproarious laughter.
This, as far as we can see, is
exactly where we are situated at this moment in time, as far as computer
generated virtual environments and the like are concerned.
Manifesting themselves largely in the form of computer games
today; as bandwidth increases and their viewing becomes more
of a technological reality, virtual environments will be a
widely spread phenomenon, on the internet as well as offline.
We shall
enjoy encounters with our favourite heroes, actors and actresses
- not as passive viewers but as participitants in the plot.
We
shall be transported to where the news is breaking and when
it comes
to commercials, why only view the products advertised on the
screen if you can actually test drive them, use them, hold
them in
your hands, try them on. And when it comes to human creativity,
as in the visual arts, narrative arts,
sound and music and indeed all combinations thereof, the possibilities
presented by this new medium are simply staggering...
This
website accompanies a course, CS450, given at Sabancı University
in Turkey,
which
attempts
to adress the issue of educating computer
engineering
and art/design students in the creation of virtual environments
as well as computer generated, immersive media such as educational/entertainment
applications and other, at this time, unspecified avenues of
creativity. It is one of the main objectives of this course
to teach designer and engineer to collaborate creatively on
a project of their joint creation.
It is obvious to us that the creation of a tangible and
convincing, thoroughly developed virtual environment, of a
scope that tomorrow will largely replace the non-interactive
and non-immersive "moving
pictures" media
of today, will require vast teams
and the collaboration of a large range of professionals from
diverse fields. Just as a movie team today consists of literally
100's of individuals occupied in many different tasks, the
immersive
VE of tomorrow
will need producers, directors, researchers, writers, lighting
specialists, decorators and costume designers and of course
actors, real as well as rendered.
Just as with the home movies and videos of today there will
obviously be scope and opportunity for private individuals
to create their own virtual environments, as is manifested
by the phenomenon of machinima even today; however
just like creating a full scale movie "from scratch" is the job of
true professionals today, the creation of purpose specific, full blown and fully
functional VE's tomorrrow; that will be distributed to
wide audiences, that in other words are the sequels to todays movie
industry will be the job of true professionals, from directors
and scriptwriters to designers and computer scientists, trained
in
their
fields.
We are nowhere near this state of events today. However beginnings,
no matter how modest in view of what lies ahead, are starting
to be made at various institutions throughout the world and
our endeavour is one such. This is a new field: As
of yet, the problems as well as
the approaches and solutions to these problems remain largely
unclear. A lot of what we shall attempt to accomplish
will be based on trial and error and we shall, quite inevitably,
make mistakes along the way.
Finally:
We are aware that the creation as well as dissemination of education
in this emerging field is a team effort that transcends our
own
individual
areas
of
expertise
as instructors, i.e. computer science (Selim Balcısoy) and
visual communication design (Elif Ayiter). As this course and
hopefully new courses; and indeed programmes that emerge from
this course develop and progress we hope to be joined in this
labour of love by colleagues of all fields from the social
sciences to pedagogy to music
to the physical sciences.
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