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Manifestes
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Interactive 3-D graphics are a rather recent invention, but are fast becoming a common media genre. History has proven that whenever a new technology-driven medium becomes available there will always be artists who will use that medium to create art.Following the invention of the computer the Whitney brothers created "Lapis," the first computer animation, and not long after the advent of the VCR Nam June Pike introduced "video art." And the list could go on and on. Of course, interactive 3-D graphics have been around for more than 20 years. In the early days, an expensive Evans & Southerland vector scan monitor and a super computer could be used to create a street lined with tall wire frame buildings that one could 'walk' down. However, if the means to view such graphics cannot be easily purchased anywhere by anyone at a reasonable price, they will not become an established form of expression. We would like to announce that we will call art which uses interactive 3-D graphics technology "world art." Let us ponder and attempt to define what "world art" is and what types of art are unique to a true "world." 1) The world must feel adequately large and complex Virtual reality is first of all simply a world within a computer. Experiencing the world is much like going on a trip. Once you have arrived, you experience the world by walking around on your own, by touching objects and by talking with people. We dare say it would not be as fun if you were pushed around the world in a stroller by your mother.
The theme of the world has to be compelling. It must be a world where few people go, a world where no one can go, a world where no one has ever been or a world that exists only in the imagination. The world could be a foreign country, space, deep below the ocean surface, the past, the future, the world of microorganisms, the next world or even another dimension. There is no shortage of ideas in novels and in the movies.
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2) The modeling, materials, textures, lighting and sounds must be convincingConvincing modeling means more polygons, and textures and sounds require a large amount of data. But if a world is going to move people as an art form, the details have to be convincing.
Abstract structuralists say they have no need for concreteness. They may create a world made only of, say, spheres and cubes. They may say that clicking on a sphere will make a certain cube spin or that a certain sphere is a link to another world, and that structurally their world is the same as yours. But they are forgetting one important aspect. 3) The world has to be interactive and there must be causal relationships
The real world is interactive. It reacts to your actions. If you push a door it will open. Telephones ring, and if you answer the telephone you will hear someone's voice. If you throw a stone it will fall. If it falls in a pond it will make a splashing noise and the water will ripple. And so on and so on.
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4) Characters who inhabit the world must exhibit 'gnarly' behavior
Gnarl, coined by Rudy Rucker, is behavior that lies at the edge of chaos. The word gnarl originally meant a knot in a tree. It was later used by surfers to describe a wicked wave and eventually by those in the computer industry to mean sufficiently complex. 5) The very existence of the world must have meaning
If you want to make a 3-D game in your world, go ahead and make a 3-D game. What we refer to as a game here is a simple game where you shoot down an enemy, fight with someone for the highest score or complete some objective within a certain time limit. That's right. Like the real world, the very existence of the virtual world must have meaning.
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