Game jam with Florian Jindra & Bernhard Maurer, lecture Michael Lankes, performance qujOchÖ

The Homo Ludens as a physical-digital hybrid

Center for Human-Computer Interaction (HCI), Studio 3 | free admission

As a physical being, the human is subject to the abilities of its bodily form as well as to the conditions of the real world. The term “Homo Ludens” describes this human as a being which acquires its abilities primarily through playing games. Games, and especially video games, provide an insight into fictional, transhumanist scenarios. Frequently, the limitations of human abilities are transcended, and the player is put into the role of an avatar which frequently has superhuman powers. However, as a result of this special role as an avatar, a discrepancy arises between the virtual activity of the game character and the physical realities and interactions of the player. On this day of the festival, a space for hybrid interactions will be created through various games and discursive formats and and an attempt to redefine the boundaries between the physical and the digital through alternative forms of physicality in the game is being made.

TIMETABLE

9 a.m. - 5 p.m. Game Jam with Bernhard Maurer and Florian Jindra. Sign up required: until 29.02. to bernhard.maurer@sbg.ac.at
10 a.m. - 5 p.m. Game testing “MYTH OF THEUTH”
5 p.m. - 5.45 p.m. Game jam public showcase
6 p.m. - 7 p.m. Lecture & discussion Michael Lankes “Body and embodiment in video games: the human gaze as a bridge”
8 p.m. - 10 p.m. Board game-performance qujOchÖ “MYTH OF THEUTH”

Game Jam

With Bernhard Maurer and Florian Jindra (AT) 9 a.m. - 5 p.m.,
Sign up required:
individuals as well as groups (name) until 29.02. exclusively via e-mail to bernhard.maurer@sbg.ac.at

Contrary to the predominant notions of digital games, in which the limitations of human ability are transcended and enhanced in the role of a superhero avatar, this game jam aims to produce concepts, where existing human senses are actively restricted and which use these restrictions as part of the mechanics of the game. Not the liberation from these human limitations, but the active, creative focus on precisely these limitations in a playful examination as a means for critical reflection should be understood as an alternative to the transhumanist line of thought.

© Bernhard Maurer

Bernhard Maurer is a researcher at the Center for Human-Computer Interaction at the University of Salzburg, working on the topics of interaction design for games, tangible user interfaces and eye-based interaction. His research explores alternative and extreme forms of game interaction by utilizing physical and social context qualities as a design material for digital play. His design activities are driven by questioning established notion of gameplay towards creating interactive systems that go beyond purely digital and physical play.

hci.sbg.ac.at/maurer

© Florian Jindra

Florian Jindra teaches full-time at the Fachhochschule Salzburg in the Game Development department and imparts theoretical and practical knowledge about game design to the students of the MultiMediaTechnology degree program. As the founder of the event series “Games Workshop Salzburg”, he has been organizing events on the subject of digital as well as analogue game development on a regular basis since 2012. In doing so, he is sustainably promoting a local network of the industry. As a creator of digital media, he is continuously on the lookout for a new generation of video games and interactive applications. In past research and development projects, a special focus lay on games in the public space, Serious Games, and more specifically Games for Health.

www.florian-jindra.com

Lecture & Discussion

6 p.m. - 7 p.m.
Michael Lankes “Body and embodiment in video games: the human gaze as a bridge”

A gaze is worth a thousand words – but is the gaze a suitable means for interaction in games? From a technical point of view, yes. Devices to capture the gaze, so-called Eye Trackers, are available at affordable prices and have found their way into the gaming world. From a design perspective, this question can be answered only with difficulty. Until now, rather diverging approaches have been pursued: they range from a substitute for the computer mouse to a nonverbal channel of communication in online multiplayer games. With reference to research projects (among other things), Michael Lankes' lecture sheds light on the potentials and challenges of these “natural” forms of interaction.

Portrait Lankes
© Michael Lankes

FH-Prof. Dr. Michael Lankes teaches and conducts research at Campus Hagenberg at the Fachhochschule Oberösterreich. Since 2017, he has been the leader of the research group Playful Interactive Environments (PIE), which deals with games and animation. Besides his teaching activities at the FH, he lectures on media informatics at the University of Regensburg.

pie.fh-hagenberg.at
www.fh-ooe.at/campus-hagenberg/studiengaenge/master/digital-arts/