Troy Innocent

Troy Innocent
RMIT University | RMIT · College of Design and Social Context

Doctor of Philosophy

About

27
Publications
5,862
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178
Citations

Publications

Publications (27)
Article
The authors use the location-based, augmented-reality game Wayfinder Live,which one of them designed, as a case study to analyze urban play. Acknowledging the difficulty of defining urban play, they expand existing approachesto the topic by drawing on current theories about interfaces, assemblages,and coding in such fields as media and cultural stu...
Chapter
Cities are complex, layered, messy and contested spaces. While smart cities seek to assimilate and control these spaces, urban play engages with the energy and life of cities in different ways: as a creative and generative force, an assemblage of code and place and an ecosystem that emerges through interactions between people, places, materials and...
Chapter
This chapter examines Epiphyte, an experimental mobile AR game recently staged within the Dandenong Ranges, Australia. While mixed reality experiences situated in urban contexts have received extensive scholarly and critical attention, the potential of augmented and mixed realities to alter our engagement with ‘natural’ environments is comparativel...
Chapter
Although play has always been situated in cities, more recently playable cities have explored play in relation to of the increasingly role of ubiquitous technologies in shaping urban environments. The playable city has emerged in the past decade to critique and challenge the dominant narrative and technological determinism of smart cities. Initiall...
Article
Full-text available
Location-based games use smartphones and other location-aware devices to incorporate their players’ actions in everyday, physical spaces – the streets and public spaces of the city – into the virtual world of the game. Scholars and designers of these games often claim that they reconfigure their players’ relationship with the people and environment...
Conference Paper
Full-text available
Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to pl...
Conference Paper
In this paper, the algorithmic city is introduced as a framework for understanding urban space in terms of its underlying code and systems. It is connected to urban codemaking, a playful approach to public art that asks players to engage with codes of urban space. To connect these two concepts in a framework for pervasive game design, players are f...
Article
Full-text available
In the heady discourse following the launch of Pokémon Go, many of the game's influences, histories and precursors were forgotten or overlooked. Against the newness in which Pokémon Go is often framed, this article re-contextualises its history examining comparable practices and recalling the games evolution from earlier locative applications devel...
Article
Full-text available
In this article we describe our approach to pervasive game design and provide examples of how this ethos is embedded in practice vis-a-vis the Urban Codemakers game universe. The theoretical foundations for this approach are outlined and unpacked: moving from Heideggerian phenomenology to a Situationist aesthetic for intervention in urban spaces. W...
Conference Paper
Links between play, placemaking and public space are explored in the design and development of 'urban art environments'. This approach to media architecture is articulated via examples of interaction design in recent urban art projects.
Article
If you have played a game then you have been to Ludea. It is that space you go to when you are ‘in-game’, in the ‘zone’, or otherwise immersed in play. For the Ludeans, this state is the basis of their culture, their language, their way of life. Patterns and logic of the game become their way of seeing the entire world. The ontology of the game wor...
Conference Paper
noemaflux creates a network of relations between four players, an urban landscape, an invented language and an artificial world. Players experience the work in streets and laneways in which symbols from an invented language are integrated into the streetscape. These symbols, or symbol-codes, are also machine-readable codes. They are portals into an...
Article
The concept of a 'strange ontology' is articulated via the intersection of philosophical and computational definitions of ontology. Within digital media, each simulated world requires both; an ontology, to define its existence as data; and a subject, the player or user, who engages with the simulation. Glitches or interventions in these simulations...
Article
Modes of representation in digital games are explored in terms of game aesthetics, structure, and logic. A model for “world-making” is developed that identifies key components of digital media language and their relationship to shifting modes of representation. These ideas are demonstrated through three art works created by the Idea-ON>!, Icon...
Conference Paper
In this paper, methods for nonverbal communication in digital games and virtual worlds are explored as alternatives to chat and other text-based forms of communication. Inspired by pre- linguistic societies and pictographic languages, the design of a new system called 'symbolchat' for virtual worlds is described. An online game is developed that us...
Article
Modes of representation in digital games are explored in terms of game aesthetics, structure and logic. Concepts related to 'world-making' are articulated through three art works created by the author - Idea-ON>!, Iconica, and Semiomorph. The final work, Semiomorph, combines the theory of 'semiotic morphism' with gameplay to create a digital game t...
Article
Full-text available
The nature of the computers as a machine for processing symbolic logic is widely recognised. However, they also have the potential to 'generate meaning' through these same processes, particularly in the domain of constructed, artificial worlds that exist in terms of their own logic and codes. An interdisciplinary model for meaning generation is art...
Article
An examination of historical precedents for contemporary art practice using artificial life, in particular in the work of Paul Klee and Kasimir Malevich. Similarities are identified between artificial life and the philosophical tradition of organicism; specific examples from Klee and Malevich indicate that those artists were engaged in a form of cr...
Article
Visual languages play an important role in electronically mediated communication. In particular, iconography has developed as an important component of user interface design. Interactivity makes an icon an active agent in communication, rather than a passive communicator. The author's interactive work Iconica uses icons to represent the function an...
Article
Electronic spaces present endemic properties and structural relationships that are difficult to decode. Using these spaces to their full potential for effective communication and expression is difficult without understanding how they signify meaning. Combining theories of digital media language, electronic space, computational semiotics and formal...
Article
Full-text available
Generative design offers new modes of aesthetic experience based on the incorporation of system dynamics into the production of artifact and experience. In this paper, we review a number of processes that can be explored by designers and suggest how design as a discipline can benefit from this research. These processes include self-organization, sw...

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