Ok some intense things are happening in the virtual world. As if controlling a level 70 character was not enough trouble, these guys (and girls) control *five* 70 characters at the same time in 5 boxing setups on their own. An example:
I am speechless, all that stuff said about my little virtual identity expressed through physical means is a piece of coconut compared to the mental strength required to visually maintain and control 5 avatars running quests and killing bosses at the same time.
So if someone is up for running a 25 men dungeon on his own, there is still this possibility:
This raises interesting questions for the future of human computer interaction, because Blizzard allows you to run multiple copies of WoW on the same computer, we need special joysticks, probably new interfaces for elbows to control 2nd class characters, the feet to control the mages (they are our DPS after all they need sone action), and of course I would leave the hands for the tank warriors. Some speech recognition would be also of great help to switch stances.
A new class of displays and controllers is on the way. 
More online discussion about WoW and more discussion about multiboxing!
Posted by Cati Vaucelle
♥ Architectradure
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Tuesday, February 05, 2008
Intense things happening in World of Warcraft
Posted by
cati
at
6:10 pm
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comments
Labels: computer, consumer, digital, display, game, technology, virtual, wow
Wednesday, September 12, 2007
Visualizing Audio Cues
Today at Interact 2007 I discovered the work of Tony Bergstrom who happens to be Karrie Karahalios's student. He presented today the Conversation Clock table.
On the Conversation Clock table, lapel microphones monitor conversation while the visualization of history is projected in the center. The Conversation Clock provides a visual history of interaction and communication. Each contribution displays bars colored to indicate the speakers’ identities. The lengths of these bars indicate the degree of participation, measured by volume. As a conversation progresses, a history is built with concentric rings reminiscent of the rings on a tree.

The Conversation Clock displays various conversational cues such as turn taking, interruption, conversational dominance, silence, agreement, aural back-channels, mimicry, time spans, rhythm and flow. If an individual has not been speaking, their lack of aural contribution is made clear in the rings. Of course, if individual is speaking at length and dominating the conversation, one can easily observe this as well. Aspects such as interruption, silences, and argument also make visual impressions on the table.
As a result, the Conversation Clock allows people to interpret their role in interaction. The visualization of audio allows people who speak the most to regulate their speech and speak less and the persons who speak the less to speak more.
"Live visualization of audio through social mirrors can provide influential cues for
individual participation in conversation. Participants alter themselves in order
to equalize the contribution of individuals."
Paper to download
Posted by
cati
at
2:15 pm
1 comments
Labels: display, MediaLab, reading, social, sound, visualization
Wednesday, June 27, 2007
Display

Sanggil Kim, display, Leeum, Samsung Museum of Art #3, 2007.
Exhibition FLASH CUBE, July 5 - September 30, 2007, at Leeum, Samsung Museum of Art, 747-18, Hanam-dong, Yongsan-gu, Seoul, Korea 140-893. Via E-flux
The exhibition Flash Cube will chart a series of such spatial research strategies implicating a diversity of artistic points of departure such as fluid inner space, open urban space and installative space. The various photographic strategies will be mutually confronted in a transformative way in the exhibition's methodology of mounting (floorplan) - underscored by Rem Koolhaas’ unique non-perspectivist display system of Leeum's exhibition space - so that both spatial reflection and spatial experience can occur in dynamic and invigorating ways.
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cati
at
2:18 pm
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Labels: contemporary-art, critique, culture, display, technology