Explorations around the ETHEREAL tangible interface for sound manipulation are now closed. Aspects of this project have been migrated to the new game design project, JARBLES, with team members Jason Camlot, Ian Arawjo as programmer, FX Dupas as audio designer, and Taylan Ülgar providing art.
“Half conscious, fully aware
- The Encantadas, Robert Allen, Conundrum Press
Ethereal is a game about transforming space with voice, where players explore an abstract environment through touch and speaking. Developed for iOS, the game is a research project being created at the Centre in Technoculture Art and Games at Concordia University by the Ludic Voice team.
Ethereal takes place in the mind of a person as they drown to death. Set in a hallucinatory near-death conscience, players interact with memories and try to bring peace to them before the inevitable end. Speaking into an iPad creates a sound bubble that contains properties unique to the pitch and amplitude of the voice. Player’s use these bubbles to interact with the environment with the goal of bringing cacophonous and troubled memories to harmonic closure.
Jason Camlot (Chair and Associate Professor, English, Concordia University) is completing work on his second book manuscript, entitled “Documenting the Phonotext: Sound Recording and Its Victorian Legacy” which the impact of sound recording technology upon literary production, consumption, genre and performance and traces the cultural significance of early spoken recordings by situating them within explanatory technological, elocutionary, generic, and pedagogical contexts of their use.. He is the author ofStyle and the Nineteenth-Century British Critic (Ashgate, 2008), and the co-editor of Language Acts: Anglo-Québec Poetry, 1976 to the 21st Century(Vehicle, 2007) which was a finalist for the 2007 Prix Gabrielle-Roy. Journal and essay publications relevant to “The Victorianator” project include, “The Three-Minute Victorian Novel: Early Adaptations of Books to Sound“ (forthcoming in Audiobooks, Sound Studies and Literature. Ed. Matthew Rubery [Routledge, 2011]), “Early Talking Books: Sound Recordings and Recitations Anthologies 1880-1920” in Book History. His research has been pursued on an array of disciplinary fronts (including literature and culture of the long nineteenth century, the history of technology, as well as contemporary literature and popular culture), but has demonstrated a consistent concern with questions of genre, media/publication, the history of authorship, and, in the broadest sense, the history and cultural politics of mediation and rhetoric. He is also currently PI on two SSHRC-funded team research projects that explore the development of digital media tools to support his research into nineteenth-century sound and literature. His ITST project “RECITE: Exploring and Developing Digital Tools for the Analysis and Interactive Use of Literary Spoken Recordings” aims to develop a literary-oriented forensics for early spoken recordings, and his RDI project, “The SpokenWeb 2.0: Conceptualizing and Prototyping a Comprehensive Web-Based Digital Spoken-Word Archive Interface for Literary Research” will explore the possibilities of delivering historical media via a digital interface. Jason is also the author of three collections of poetry, The Animal Library, Attention All Typewriters, and The Debaucher, as well as several digital poetry projects, most recently, tickertext2http://tickertext2.concordia.ca/
Stéphanie Bouchard (BA, Computation Arts) is studying at the intersection of design, art and technology in Concordia’s computational arts program. She is a human-computer interface enthusiast specialized in unusual user interface. She spent the past summer at the MIT Media Lab developing a ‘’Gamelan’’ tangible midi interface for Harmonix. When she’s not building first person shooters where you blow up stuff with mind control, she is a game designer for the Techno-culture, Art & Games research group (TAG). She is fascinated by domotic and dream to one day turn your whole house into a game entertainment system.
Ian Arawjo is a 19-year-old game designer, programmer, artist, and idling physicist. He has been to over 25 countries, and created two complete fictional universes, Karma Phala and Glitchman, both of which he is in the process of bringing to the world. He wishes he could just read physics textbooks all day, but sadly, he can’t.
After getting a bachelor’s degree in journalism, Jean-François Bourbeau went on to work in regional radio and television stations, spending his days talking about dead racoons, bingo controversies and country festivals. But making games is better, right? Having always dreamed of working in the videogames industry, he completed a five-months game and level design class at the Institut national de l’image et du son. This is where he learned he actually liked, besides writing stuff down like he used to as a journalist, the more technical aspects of his work, such as 3D editing or scripting. After this major level-up, Jean-François now wishes to use these newly acquired skill points to make good games…and have a whole lot of fun on the way.
Saleem Dabbous is the current TAG Centre Coordinator and is the Hexagram Game Lab Coordinator. His job is to make sure the lab is functionning smoothly and to provide researchers with the tools they need to develop their projects. He is known to love weird and quirky games, with academic interests that lie in online market places, DRM, IP law, gender and politics in videogames. He has also collaborated on nation wide research projects involving the Canadian digital economy. He recently began writing about his two favourite subjects (food and videogames) on his blog
Mohannad Al-Khatib (BFA, Computation Arts) is an artist and designer who specializes in 3D representation (and whose passion is 3D creature development). Over the past few years he has worked on a variety of gaming projects as a modeler, digital sculptor, and texture artist. Mohannad grew up in Saudi Arabia where Art is highly unappreciated; however, this fact allowed him to independently develop his own unique style which is visible throughout his work. Samples of his work can be found at his PsychoDesigns website: www.psycho-designs.com
FX Dupas leads a double life. During the day, he’s only a film and game composer. At night, however, he turns into an audio mad scientist who samples underwater sounds, scripts audio engines, designs algorithmic compositions or mix orchestral scores with hard rock guitars and electronic percussion. His passion for videogames drove him crazy.
Be careful with this guy. He is considered armed with the latest audio technologies and very, very dangerous. If you meet him, he will hypnotize you with supernatural sounds and music that reacts to your every move.
Bronson is a jack-of-all trades programmer. Nearly ten years ago he began his career as a web developer and server administrator for a Montreal startup. After becoming disinterested in his work, he left his job to discover new frontiers by studying at Concordia University as a full-time student. Always seeking to push his limits, he began developing mobile applications for a variety of clients while pursuing his studies. Towards the end of his Bachelor’s degree, Bronson completed an internship at one of Montreal’s largest independent game developers. Shortly after he was lured back into the world of startups of and mobile development by one of his previous clients. Bronson is an avid learner. He voraciously consumes new challenges to nourish his skills and abilities. He’s well-versed in several programming languages, and at any given moment he’s obsessing over new language which has piqued his interest. When not immersed in programming, he enjoys reading about Neuroscience, Performance Pyschology, Physics, and playing with electronics.
Joachim Despland is a game developer who enjoys working on creative projects, solving interesting problems, experimenting with interactive technology, and figuring things out. You can check out his work on his website : http://www.joachimdespland.