Traveler Utopia, the world we've been chosen to work on, confronted us with several limitations.
Compared to other virtual worlds we decided Traveler Utopia, could not represent what a virtual zone of freedom could feel like,as discussed in TAZ (Temporary Autonomous Zone) just for its basic disadvantages despite its wonderful audio novelties.
The course goal was to give Avatars a feeling of freedom through our developments. We turned our group into a TAZ itself, figuring out how to overcome the above mentioned restrictions, and founded the Zanshin Phuckface Designers, a temporary autonomous group (TAG).
This project became a major challenge. The meetings we held in the beginning of our group process were very intense and included theoretical arguments, different pitches-- the common stuff. The pitches we started with included: a 3D maze, The EndZone where Avatars consciously leave the Virtual Stage, and The Wisdom Project. The latter brought up the idea of totally unbinding the cultural inscriptions of race, gender, ethnicity etc., by creating a highly detailed Avatar that would serve visitors as a digital representation to share their ideas without any prejudice, connotation or misinterpretation, a plain but multi-polygonal icon everybody could inhabit. A specially designed lecture space would have put other Avatars into an audience. The problems stemming from this approach are numerous, and this is not the time and place to mention them!
Eventually, we decided on designing one Avatar. A single avatar seemed to simple...and too easy for a group of eight. Then it clicked - we just turn one problem with the Wisdom project (How could we incorporate many listeners into one digital representation in order to underline the importance of the anonymous Wisdom Avatar?) upside down? No, let's put it this way: inside out.
"What would happen if many Avatars would form one, that would be cool, uhhhm, hey, what could it be, I mean, a Zanshin Phuckface, yeah, a Zanshin Phuckface, and you know what, it's kind of a game, you know, like, we'll split up the face into a number of Avatars, and then they have to come together, and we overcome the expression limitation by different emoticons that will give way to many more expressions when the users work together, when they communicate…" (this is how we went, and with many steps and questions in-between, technical and theoretical - "If we pick a certain Zanshin Phuckface, does this not always transport and imply a certain connotation?", "Will people recognize the idea?", "How can we get the Avatar Authoring Kit?", "Is there any beer left ?") We agreed on choosing Japanese Noh Theater masks as a basis, especially for their wonderful scale of expressions, although we're quiet clear that we could imply so many things experts wouldn't agree on in this context.
We also visited Stasia McGehees web page to research the design process and further strengthen our knowledge of Traveler. As one of the first employees of Onlive! who created Traveler Utopia she was involved in designing most of Utopia's Avatars.
We simply found a group consensus towards the aesthetics of the Noh masks, and took the artistic and guerilla attitude to decontextualize and have our brand mask, Zanshin Phuckface, into a new sphere.
11/15/98
We debated and finally found a solution. Because there are apparently highly skilled members when it comes to 3D modeling, we decided to let them do the main portion of it in first instance, allowing the rest to teach themselves 3D Studio MAX (which is the software we're going to use). But still, there would have been an unequal distbibution of input. The discoursive strategy of this project is, as mentioned before, to incorporate the group itself as part and outcome of the project, to get away from a single-goal-oriented notion but plaster instead the scholastic gap between form and contents.
Pull the trigger : we will have a mindlasting webpage. We're gonna have a extraordinary performance-presentation. Are we're all 'head' - does anyone remember that urban myth of a Traveler meeting where one enginner suggested to get rid of teh Avatar bodies, but keep only the heads? Read how Stasia describes it at.
Whereas together we form the Portrait. What's more, we're trying to keep you outside (and even inside) informed about our work-in-progress, and an attempt to this is what you browsed to this journal.
Finally, we decided to create an environment for teh Portrait, a phatt cube called The BlueBox (yep, an allusion, girls and boys). It mainly will in-between and stuffs teh zones between the sub-Avatar, and it's blue because it's teh color that will fit best for the Avatar-Palette we will draw from.
10/27/98
David B. designs and sketchdraws a "neutral" Portraits with the divisions Forehead, Upper!, Upper II, Lower I and Lower II, that is mostly focusing on horizintal seperation, and next time we will altogether have a look at them.
Amie brought kinda storyboard of "universal" facial expression with her. as we will build upon the Root Model, we drizzingly came up with the idea of shooting photos of each and every TAG-member, posing due to the storyline. We will take the photos with a digital camera David D. steal from one local Radio Shack, but don't worry, he's really a first degree teach facilitator. David D. have also found spare server space we can place the sites on, thats' great!!
We tried to find a better name for the project, an Neil nad Mark brainstormed until they stranded at the metaversal coasts of Neil Stephenson's Egghead-Cult-Classic 'Snowcrash'. 'Zanshin' is actually a phrase with which a Japanese businessman is described, and it means 'intense expression'. Let's call teh fuckface 'Zanshin'!Cool. But y'know what? An e-mail company has already registered for this URL, and used the name. So, we're looking or a name. Any Suggestions? Mail us !
11/1/98
| Topic | Due To |
| Drawing | Oct 27 |
| The BlueBox (model, convert) | Oct 29 |
| Drawings of faceted pieces | Nov 3 |
| Root Models | Nov 10 |
| Expression Hierarchy | Nov 10 |
| Expression Models | Nov 17 |
| Compile Avatars, Webpage Beta | Nov 24 |
| Test The Portrait in The BlueBox | Dec 1 |
| Design Presentation, Webpage Gold | Dec 8 |
Once we have
the drawing of the mask, along with the environment we will use, the next
step is to cut the mask into the separate avatars. When that has been decided,
modeling can begin on the neutral state of the avatars. While we are modeling
for the neutral, we will have to develop the other emotional positions
and the "hierarchy" of expressions, so once the first phase of modeling
is complete, we can jump straight to modeling the emotions and don't have
to waste more time on design. We need to attempt to design the different
expressions so that when we finally put them together, they will not need
a huge amount of change to get to a working state. Debugging these avatars
will probably be a real pain in the ass, so any bugs we can avoid in the
design process should be well, avoided. When we get to the debugging stage,
the final presentation of our work needs to be set up. I know it sounds
weird, but we'll probably even need a rehearsal or something.
And of course,
all this needs to be documented on the web site as you do it.
11/17/98
