Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Apr 24, 2010

Children and Technology: "A 2.5 Year-Old Has A First Encounter With An iPad"

Handing his daughter a new iPad, the daddy says, "We have a new toy. Are you ready for a new toy?!" Of course she's ready!


Info from Todd Lappin's YouTube Channel:

"A fascinating UI experiment. My daughter likes playing with my iPhone, but this was her very first encounter with an iPad. As you'll see, she took right to it... although she too wonders why it doesn't have a camera! More critical comment on her user-interface test here: http://laughingsquid.com/a-2-5-year-old-uses-an-ipad-for-... PS: The spelling apps she uses in the video are FirstWords Animals and FirstWords Vehicles. They're great... except for the fact that the splash screen UI is non-intuitive for her. ;-)" -Todd Lappin (the dad in the video)


RELATED
Todd Lapin's Laughing Squid post: A 2.5 Year-Old Uses an iPad for the First Time
"If you’re good at understanding kid-speak, you’ll also notice that she immediately saw its potential as a video-display device. She lamented the lack of a camera, and wondered about its potential for playing games"


CHI 2010 Course 
I took this class when I attended the recent CHI 2010 conference. We worked in groups and I was assigned the role of a 7 year-old child, designing an iPad app for "kid reporters".  It was fun.  Note:  For the iPad to be used this way in education, it really needs to have a camera/video camera.
(Brad Stone, New York Times, January 9, 2010)
"...But these are also technology tools that children even 10 years older did not grow up with, and I’ve begun to think that my daughter’s generation will also be utterly unlike those that preceded it.   Researchers are exploring this notion too. They theorize that the ever-accelerating pace of technological change may be minting a series of mini-generation gaps, with each group of children uniquely influenced by the tech tools available in their formative stages of development."... “People two, three or four years apart are having completely different experiences with technology,” said Lee Rainie, director of the Pew Research Center’s Internet and American Life Project. “College students scratch their heads at what their high school siblings are doing, and they scratch their heads at their younger siblings. It has sped up generational differences.”..." -Brad Stone


Jan 1, 2010

Apple iSlate, iTablet , MacBook Touch: Will it support gesture interaction & haptic feedback?

Soldier Knows Best produces great tech-oriented videos. Here's his spin on all of the rumors about the possibility of the Apple iSlate.


I just inherited a 10 month-old Mac Book, installed Snow Leopard and upgraded to iLife 2009. I'm so used to touching the screen on my HP TouchSmart PC that I found myself touching my Mac Book screen from time to time, especially when I was editing video clips in iMovie. I think the latest version of iMovie was designed with touch/gesture interaction in mind!

From what I can tell, Snow Leopard and iLife 2009 will be able to support a range of touch interactions, if not gesture input as well.

Here are some rumors that have been conjured up and distributed on the web:

The Exhaustive Guide to Applet Tablet Rumors (Matt Buchanan, Gizmodo, 12/26/09)
Apple Expects to Sell 10 Million Tablets in First Year (Pete Cashmore, Mashable, 1/1/10)
iGuide Emerges as Another Potential Apple Tablet Name (Adam Ostrow, Mashable, 12/29/09)
The Tablet (John Gruber, Daring Fireball, 12/31/09)
"And so in answer to my central question, regarding why buy The Tablet if you already have an iPhone and a MacBook, my best guess is that ultimately, The Tablet is something you’ll buy instead of a MacBook."
Apple Owns iSlate.com Domain: The Mystery Deepens (Dan Nosowitz, Gismodo, 12/25/09)
What is the Ultimate Role of the Apple Tablet? (Arnold Kim, MacRumors, 12/31/09)
iPad, iTablet, iSlate, or MacTab  (Cruz Miranda, 8/31/09)

Why am I excited about this?

I want to see if the iSlate would be good for collaborative educational games, assisted technology, augmentative communication, and alternative assessment for students who have multiple/severe disabilities.

That is a huge goal, so I'm going to start simple.  I am not giving up on Windows 7 multi-touch programming. I just have an urge to find out for myself what works, what doesn't, and what platform works best for specific "personas" and "scenarios".

I plan to make a little app for the iPhone/iPod Touch, based on a game I made several years ago, "Shoes Your Battles" for a game class. I think I'd like to make this game for the Apple iTablet!

The first version of Shoes Your Battles created with Game Maker, and the second version was in Flash, back in the days of ActionScript 2.0.  I started on third version, one that could be used as an advergame for people to play while shopping for shoes during shoe sales, but it never got past the planning stage.  

The idea for the third version came to me when I my elderly aunt came to visit from out-of-town and just had to go shoe shopping on the day after Thanksgiving.  It was extremely difficult to figure out what was on sale, how much it cost, after taking off the previous mark-downs and what was on sale that had a price that was not yet marked down.  

Adding to the confusion was the fact that there were few salespeople and herds of women.   It was madness.  There were pairs of shoes in the wrong boxes, boxes of shoes and no way to quickly find out the true prices!   We were in the shoe department for hours, and it wasn't as fun as you'd think. If you've been in a crowded women's shoe department to buy that special pair of shoes during a fantastic shoe sale, you'll know what I mean.

At any rate, I wanted my little "Shoes Your Battles" game to help with this dreadful scenario, by somehow incorporating a shoe shopping advisor and a means to figure out the REAL sales prices of those awesome, to-die-for shoes. Unfortunately, the technology wasn't where it needed to be at the time- I am always dreaming up things that are too d--- futuristic!

4 years later, we have iPhones and SmartPhones and 3G internet and RFID and ubiquitous WiFi and the Wii and more women who like to play games and...and... The time is ripe.

Apple better come up with the iSlate!

SOMEWHAT RELATED


Thinking about post-WIMP HCI
It is always important to re-visit wisdom from the past when thinking about new interfaces and means of technology-supported human interaction.  Here are a few resources from the field of Human-Computer Interaction found on the HCI Vistas website:
The Prism of User Experience  -A nice graphic metaphor to help the conceptualization process. (Denish Katre, 2007)
Journal of HCI Vistas: Multi-disciplinary Perspective of Usability and HCI
Personas as part of a user-centered innovation process Lene Nielsen, 1/08 HCI Vistas Vol-IV
10 Steps to Personas (Lene Nielsen, 7/07, HCI Vistas Vol-III)

Dec 20, 2009

For Techies & Tech Curious: Python and PyMT developments - PyMT and speech recognition

PyMT is short for Python Multi-Touch, a project that is the work of several members of the NUI Group.  Sharath Patali experimented with speech input for PyMT and used the pocketsphinx library from CMU to integrate into PyMT. It worked out well, as you can see from his video demo below:


PyMT Speech Recognition from Sharath Patali on Vimeo.

Other people involved with the PyMT project are Nathanael Lecaude, Matthew Virbel, Thomas Hansen, and Xelapond.


Sharath Patali's Blog/Website Roll (Links to some NUI-group members)


Matthieu Virbel on Vimeo
NUI Group on Vimeo


Python and Game Programming Resources
Adaptation and Evaluation of Numpty Physics for Multi-touch Multiplayer Interaction (pdf)
(A python-based module called "numptyphysics" was created to integrate Python multi-touch cold to allow the C++ code to parse data, converting it to C structs passed to the game code using pointers.)
Python Programming Language Official Website
Pygame
PythonGames
PythonL Game Programming Wiki, by Geoff Howland and Rene Dudfield
Lectures 1-6
Beginning Game Development with Python and Pygame -Book (Will McGugan)
Game Programming with Python - Book (Sean Riley)

Comment:
The reason I'm putting together resources about Python, multi-touch, and games is that I hope to facilitate an exchange between two of the schools I serve as a school psychologist.

Both of the schools are on the same campus. One is a high school for technology and the arts, and one is a program for teens and young adults who have severe disabilities, including autism.  Next semester, one of the computer teachers will be teaching a game programming class using Python for a class of graduating seniors, and if all goes well, perhaps some of the students will create a game for the students with disabilities that would work well on a SMARTboard.

Even better:  It would be great if the pre-engineering students could build a multi-touch table or two for the students with disabilities, running games in PyMT that the computer students create!

Nov 6, 2009

The Vodafone Symphonia- A Symphony of Phones, Via Henry Jenkins, author of "The Wow Climax: Tracing the Emotional Impact of Popular Culture"

I learned about the Vodafone Symphonia video through Henry Jenkins. If you haven't heard of him by now, and you've found your way to this post, you should!


Henry Jenkins co-founded the Comparative Media Studies Program at MIT, and now is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California.


Be sure to read Henry's recent blog post, Strange Overtures: Vodafone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New Media, focuses on how joyful it is to receive a delightful gifts, such as the VodaFone video,  and how this sent to him by a former student. In this post, he relates this experience to some of his thoughts from his recent book, The Wow Climax: Tracing the Emotional Impact of Popular Culture.


I came across the link to the video through Facebook, since Henry decided to circulate the video. (I'm really Henry Jenkin's FAN.)


FYI: Today, 11/6/09, 12:00 PM - 1:00 PM, Henry is participating in a free webinar, "Moving from "Sticky" to Spreadable": The Antidote to "Viral Marketing" and the Broadcast Mentality". 


VodaFone Symphonia



The Making of the Vodafone Symphonia


The Making of the Vodafone Symphonia Part II


RELATED
Vodafone's Symphonia Website
(You can download the full track of the Symphonia and the 53 ringtones)

Oct 16, 2009

IDPedia: Interaction Design Patterns for Games Library!


From the HelpYouPlay IDPedia (Interaction Design Patterns for Games Library) website:


"Design patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions. The idea of a pattern was introduced by the architect Christopher Alexander for use in urban planning and building architecture, but since then a pattern community has emerged that specifies patterns for all sorts of problems. Interaction design patterns aim to capture optimal solutions to common usability or accessibility problems in a specific context. Typically best practices concerning interaction design are described as guidelines or heuristics. We consider interaction design patterns to be more descriptive than guidelines as it tells a designer exactly when, how and why the solution can be applied." 

Thanks, Barrie Ellis (One-Switch Games) for the link!


SOMEWHAT RELATED
Game Usability and Accessibility
Donate to the AbleGamers Fundraiser!
The funds will support the work of the AbleGamers Foundation, and donations are tax-deductible.

"The AbleGamers Foundation's mission is to empower the disabled population to enjoy the digital revolution that is taking place in gaming... We believe in harnessing the power of many people's voices to solve the problems of the not so few. The AbleGamers Foundation strives to bring together individuals from every lifestyle with a common goal of improving the lives of the disabled. Everyone has the right to enjoy the world, and together, we can make that possible. Together, we can make it possible for everyone to enjoy the rich content of digital entertainment with his or her friends and family regardless of disability."

Eelke Folmer's Human-Computer Interaction Research

Usability Patterns in Games (pdf)
Accessibility in Games and Virtual Worlds
Interaction Design Patterns

Eelke Folmer's presentation at the 2009 Games 4 Health Conference, Boston
Game Accessibility WorkshopG4H: game accessibility research @ University of Nevada, Reno
View more presentations from eelke folmer.

Oct 3, 2009

The Convergence of TV , the Internet, and Interactivity: Updated and Revised.

Yesterday I read an interesting article about the future of television on Experientia's Putting People First blog:
Herkko Hietanen: The social future of television.


In this article, Herkko Hietanen, a researcher at Helsinki Institute of Information Technology, is interviewed about his thoughts  about the future of TV.  He observes that "TV is broken" and thinks that "social television" is a concept that needs to be seriously addressed.  "Herkko ends with the observation that social television isn’t a new concept. We’ve seen lots of experimentation with split screens, which allow chat alongside live broadcast. “But television is a lean-back experience,” Herkko offers – you don’t want to share screen estate with your friends. Instead, he believes that social interactions will be before and after the show."


So what's happening now?  I'm not sure if the people on the technology end of the interactive/social TV scene have thought very deeply about how this will play out in our homes and social networks.  Right now, the only way I can access the Interactive TV channel my satellite carrier is through the user-unfriendly remote, which looks something like this.    

http://www.prosatellitesupply.com/images/IR_TO_UHF_PRO-3.jpg

http://www.echostar.com/images/products/remote.jpg My experience with the interactive TV channel on DISH Network has been frustrating. Why should I be forced to use a complicated remote-control system to interact with content?  Why should I be forced to experience a poorly-designed navigation system?   It is common knowledge that remote control systems are poorly designed, despite the fact that companies such a EchoStar have been involved with interactive TV for at least a decade now. 


What puzzles me is that things have not evolved very much, at least in terms of TV and interaction design. Here is an example -the following picture is a screen shot from a recent promo video about Playin' TV, an interactive TV offering that is the result of a collaboration between Dish Network and Echostar.  From what I can gather from the video, the only way to play the games through the user-unfriendly remote control!






Interactive TV innovations from DISH Network:  Playin'TV- Dish Network-Echostar- Promo October 2009 - Play Games on your TV!

(A list of games available for Dish Network subscribers can be found on the DishGames website.)

From the Playin' TV website, I linked to the Visiware website:
"Expert in casual gaming, Visiware is the world-leading provider of games for pay television. Its game channels are carried on more than 30 cable, satellite and IPTV networks and reach more than 120 million people within 77 countries."   


Visiware is behind Playin'TV, Playin' Casino, MiniKids TV, and Playin'Star. Playin'TV games now available on Internet connected televisions. There must be a better way.  Why not control the games with a Wiimote or iPhone?  Visiware might be working on some changes,  from the information on their User Interface and Design web page:  "It’s time for your New Generation Interface Design : Consumers expect innovative yet simple interfaces Compelling, intuitive U.I. is the key to success (Iphone, WII…)"


Digging Deeper
In the video clip below  Bill Leszinske, GM, from Intel Digital Home, discusses the future of interactive television. Consumers want to take their television experience and augment it with the internet experience.  Bill outlines the different ways this can happen:
  • Internet access is built into the television.
  • The internet can be accessed through the a set-box from a cable or satellite TV carrier
  • Interactive internet access can be built into a Blu-Ray box or gaming system
  • The technology will support 3D games and social networking.
Consumers want to take their TV experience and augment it with an internet experience.
Intel's Next Generation TV: Social Networking, 3D TV

How will technology support this convergence?


The following articles provide an overview of Intel's chip technology, previously known as "Sodaville", called SoC,  System on a Chip: Intel Unveils "Sodaville" Chip for TV Set-Top Boxes (Mark Hachman, PCMag, 9/24/09)


"But putting PC on a TV doesn't work; we know, we tried it," Kim said. "People want an immersive TV experience on their television." People want the power of the Internet on a TV, but they want it "simple," Kim said...What's needed is a pure Internet development framework, Kim said – and the most popular version of that is Adobe's Flash technology. David Wadhwani, general manager of the platform business unit at Adobe, said that the company has opened Flash and removed all license fees, requiring only that manufacturers to open the platform to third-party developers, as part of the Open Screen initiative.
Wadhwani demoed Flash 10 running on an Intel processor, showing full-screen Flash browsing, not to a Web site, but to a custom screen designed by Disney."

"The Sodaville processor uses an Atom core, and Intel has brought "Moore's Law" to shrink the processor to 45 nanometer technology. The Atom Processor CE4100, as it will be formally called, includes a 1080p video engine not to just decompress streams, but also recorded content supplied from another source, such as a hard drive. Intel doubled the speed of its 2D/3D engine, and added support for MPEG-4. The chip uses either DDR-2 or DDR-3 memory."



Intel Technology,  Processing Power Key to TV Revolution (Intel Developer Forum, 9/24/09)
New Intel chips run Web apps on TV sets (Sodaville) (itbusiness.ca, 9/25/09)   Podcast version
In the following video, Intel's work in the area of 3D Internet is discussed:
Intel Introduces the 3D Internet

Intel is also collaborating with Adobe to innovate mobile media production, which most likely lead to some interesting outcomes:


Adobe CS4 and the New Intel Core i7 Mobile
"Rendering is blazing fast." Mobile rendering on the road...anywhere anytime editing...



RELATED LINKS AND THOUGHTS
I previously posted on this topic a few times:
March 2009

Digital Convergence and Interactive TelevisionBoxee and Digital Convergence
December 2008:  An Example of Convergence:  Interactive TV: UXTV 2008

In my opinion, there are many factors to consider when thinking about television as we know it, web-based TV, and interactive television.  Technology exists that can support the convergence of the social web and interactive television, but the key players are coming from different directions and with different agendas.  Television still is a "push" medium, and this concept appears to be embedded in the mindsets of people involved with commercial TV programming.

For example, if you watch an episode of your favorite TV show via a network website,  you are forced to watch commercials all along the way.  If you stop the show and resume it after a break, you might even see the SAME commercial again!    This is annoying, just another example of the "push" mentality.  In my mind, this is a form of banner ad and pop-up litter- or even contamination!  Where is the seamless, engaging, innovative UX here?  (There are some examples of progress, such as the ABC's FlashForward website.)


I'm a subscriber to DISH Network, which offers some interactive TV programming.  I went to the DISH Network website to find out more about it, and this is what assaulted my vision:


















The website design looks pretty pushy to me. Does this foreshadow the future of Interactive TV?


Here's a screenshot of another DISH Network website:























From this web page you can link to the following web pages: DISH Remote Access: Sling "Your Browser, Your TV"  - links to product overviews:  Slingbox: "Watch your TV anywhere"  SlingPlayer Mobile:  "Extend your Slingbox experience to a mobile phone"  SlingCatcher: " Extend your Slingbox Experience to a TV"  Accessories: "Make your Sling Experience Complete"


An excerpt from Sling's promotional information:
"Founded in 2004, Sling Media, Inc. is a different kind of consumer electronics company - one that's working to demystify convergence technologies and to create empowering experiences for the digital media consumer. The focus of Sling Media is to embrace - not replace - existing products and standards by enhancing them with hardware and software that make divergent technologies compatible and greatly improve the consumer experience. Because, after all, can't we all just get along?! "


"Sling Media, Inc., a wholly owned subsidiary of EchoStar Corporation (NASDAQ: SATS), is a leading digital lifestyle company offering consumer services and products that are a natural extension of today's digital way-of-life. Sling Media's product family includes the internationally acclaimed, Emmy award-winning Slingbox that allows consumers to watch and control their living room television shows at any time, from any location, using PCs, Macs, PDAs and smartphones and the revolutionary new SlingCatcher, a universal media player that seamlessly delivers broadcast TV, Internet video and personal content to the TV. Sling Media is also the company behind the video entertainment web site, Sling.com, offering consumers a wide variety of popular TV shows, movies and other entertainment free for viewing online or on the TV using SlingCatcher."


I managed to find information about DISH's interactive TV offerings  elsewhere on the web:
DISH Network(R) Premieres Interactive Television Experience for New History Series BATTLES BC
DISH Network (R) Announces Winners of 8th Annual Interactive Television Awards


At any rate, here is a smattering of related articles and video-clips related to the future of TV that I'm presently contemplating:
Interactive TV Today:  "InteractiveTV Today [itvt] is the most widely read and trusted news source on the rapidly emerging medium of multiplatform, broadband interactive television (ITV)" 
TV's Killer App?  Guess What, It May Be An App
Joe Mandese, Media Daily News 10/2/09

Ensequence
Video games, Interactive TV, and Cheats


Interactive TV/Internet at the hospital: Interactive TV Gives Patients Access to Movies and Internet
Skylight Internet Access Patient System

I'll add information about the next generation of remote control technology soon.

Sep 3, 2009

The Future of Interactive Technology: Links to VentureBeat's series of articles

Put your finger on it: The future of interactive technology
Matt Marshall, 8/12/09

"Touch" technology for desktop computing finally taking off
Al Monro (CEO, NextWindow) 8/28/09

hptouchsmart

Speech, touchscreen--been there, done that. What's the user interface of tomorrow?
9/2/09 Mary Czerwinski (Microsoft)
mundie_interface
How phones emerged as main computing devices, and why user interface will improve

Andrew Hsu (Synaptics) 8/24/09

SOMEWHAT RELATED

Playing Tetris could be good for your brain, study says

tetris-2


Mind Research Network
BRAIN IMAGING SHOWS PLAYING TETRIS LEADS TO BOTH BRAIN EFFICIENCY AND THICKER CORTEX

"Over a three-month period, adolescent girls practiced Tetris, a computer game requiring a combination of cognitive skills. The girls who practiced showed greater brain efficiency, consistent with earlier studies. Compared to controls, the girls that practiced also had a thicker cortex, but not in the same brain areas where efficiency occurred."

"We showed that practice on a challenging visuospatial task has an impact on the structure of the cortex, which is in keeping with a growing body of scientific evidence showing that the brain can change with stimulation and is in striking contrast with the pervasive and only-recently outmoded belief that our brain’s structure is fixed,” said Dr. Sherif Karama, a co-investigator at the Montreal Neurological Institute. This study, published in the open-access journal BMC Research Notes, is one of the first to investigate the effects of practice in the brain using two imaging techniques. The girls completed both structural and functional MRI scans before and after the three-month practice period, as did girls in the control group who did not play Tetris. A structural MRI was used to assess cortical thickness, and a functional MRI was used to assess efficient activity."

Sep 1, 2009

VideoJet: Touch PDC Multimedia Mobile Games for Children; Video Jet KIU, a French "Wii"

I came across this portable touch-screen multimedia device today on the web, and had difficulty finding more information about it. It is from Videojet, a company that provides mobile games and devices for children, as well as game consoles for use in the home.

http://image.jeuxvideo.com/imd/p/PDC_Touch_Multimedia.jpg



PDC Touch Multimedia

The devices is PDC Touch Multimedia, a handheld multi-purpose touch-screen/video camera, camera/ game console, M-3 player that has 16 GB of on-board memory, offers 105 games and application. 40 titles provide tactile and sensory feedback. This device also provides a mini SD card reader and video outputs.

This device looks like it has assistive technology potential.





When I visited the website, I came across
KIU, Videojet's version of the "Wii":

http://www.videojet-jeux.com/medias/consoles/accessoires/manette_kiu_blue_a.jpghttp://www.videojet-jeux.com/medias/consoles/accessoires/manette_kiu_pink_a.jpg



Videojet kiu (PUB)
Uploaded by prodet. - Watch game reviews, trailers, and walkthrough videos.

I don't know much about this company, and I have never played any of their games. I'd like to know if this company has any educational titles!

Aug 12, 2009

Seth Sandler's "Slider" Dynamic Multi-player Game using Reactivision + Flash

Seth Sandler, known for his MT Mini, an inexpensive DIY interactive multi-touch pad, is looking for input and ideas that will help him improve or enhance Slider, a game he created about two years ago. Take a look at the demo:



"This game uses reactivision software, along with Flash, to detect symbol fiducial block movements. The game is played by moving these symbols on a table. Players can enter and exit the playing field at any time. The game adapts to the number of players. The lower the score the better; the first player with a score of 12 ends the game. Future plans include: Projecting directly on the surface. Implementing multitouch so users can play with their fingers and objects instead of only object symbols."

Music: Waterdrops by Yohan Shin

Aug 8, 2009

More about Project Natal: Richochet - Great Gaming for Fitness, Johnnie Chung Lee's Contribution


(Credit: CNET News)
Ina Fried, in a recent CNET Beyond Binary post, recently reviewed her experience playing Ricochet, a 3D game developed by Microsoft for Natal, the company's new gesture-recognition, controller-less Xbox gaming system. Above is a screenshot from Fried's article, Exclusive: Getting up close and personal with Natal:

Here is the video:


Ina Fried had a chance to spend some time in Redmond, Washington to explore the games in development at Microsoft, and hang out with the people responsible for Project Natal.

In her Beyond Binary article, Fried notes that the Ricochet game provides quite a workout, and this has had a positive effect on the Natal team:


"Since I started working on this project, I've lost almost like 10 pounds," said Kudo Tsunoda, general manager of Microsoft Game Studios and the creative director for Project Natal. "We're going to have the most in-shape development team you've ever seen."


Fans of Johnny Chung Lee will be happy to know that his work at Microsoft contributed to this game in someway, if they don't know this by now!

Who is Johnny Chung Lee? Read my post, "I wish I could be Johnny Chung Lee for a Day!".


RELATED

Speaking of Natal, it should be out next year (Ina Fried, CNET)

Gates: Natal to bring gesture recognition to Windows too



Aug 7, 2009

Foursquare: Interactive Local + Social Media Coming to a City Near You.

Foursquare is a locative-mobile system/game/social media game/activity that is starting to grow in popularity in a number of urban settings, such as NYC. It hasn't arrived in Charlotte, so I can only share what I've gleaned about it from the Foursquare website and a few reviews:

"We're all about helping you find new ways to explore the city. We'll help you meet up with your friends and let you earn points and unlock badges for discovering new places, doing new things and meeting new people."

"It's foursquare! Think: 50% friend-finder, 30% social cityguide, 20% nightlife game. We wanted to build something that not only helps you keep up with your friends, but exposes you to new things in and challenges you to explore cities in different ways. There's a lot of experimenting here, so bear with us as we try to figure it all out (and thanks!)"


"We have an iPhone app, a mobile-web site (Blackberry! Treo!) and an SMS shortcode (50500) that you can text check-ins to. For more info, look here." (For more information, visit the Foursquare NYC website.)

RELATED:

Foursquare: Check In, Tweet....Money on Beer (Jennifer Van Grove, Mashable, 8/7/2009)

"Foursquare is poised to be a prime player in the location-based social networking space."

Forsquare: Why it May Be the Next Twitter (Jennifer Van Grove, Mashable, 7/25/2009)
"The Game: To those of you not playing, it may sound like a joke, but don’t knock it till you try it. You earn points for every check-in — unless of course you check-in at the same locale all the time. You’re rewarded with more points for being adventuresome (exploring different parts of the city), for hitting up multiple spots in one night, and eventually for the tips other people try and the to-dos you complete."

Screen-shot from Jennifer Van Grove's Foursquare App:

http://ec.mashable.com/wp-content/uploads/2009/07/IMG_1446.PNG

Building an Army of Hyper-Local, Mobile-Connected Advocates: Or, Why Marketers Should Pay Attention to Foursquare (Allison Mooney, Ad Age Digital, 8/5/09)

"Co-founder Dennis Crowley puts it this way: "I think Foursquare found some kind of sweet spot between the intersection of social utility (Hey, I know where my friends are), sharing/oversharing (I log everywhere I go/everything I do) and gaming/rewards (every check-in gives you a little piece of candy)."

Foursquare is designed with these game dynamics in mind, and it's the absurd appeal of its reward that makes the service so "sticky.""

Naveen Selvadurai (Foursquare Co-Founder)

Cities: Amsterdam, Atlanta,Austin, Boston, Chicago, Dallas/Ft. Worth, Denver, Detroit, Houston, Las Vegas, Los Angeles, Miami, Minneapolis/St. Paul, NYC, Philadelphia, Phoenix, Portland, San Diego, San Franscisco, Seattle, Washington D.C.

(Also posted on the Technology Supported Human-World Interaction blog.)

Aug 5, 2009

Get Up and Move Without Gear! Xbox Natal, a "smart" gaming environment.

I'm waiting for Xbox Natal to cross my path. Microsoft, can you hear me?



(I meant to write about this a while ago.)

Here are facts 5-6 out of 12, from "Project Natal in Detail" post on the XBox website:

  • "Fact #5: In addition to “Project Natal” tracking your full body movement in 3-D, it also recognises your face and facial expressions. It can even detect the change of emotion in your voice. Three facts in one – yummy."

  • "Fact #6: “Project Natal” remembers your face and voice so that you can connect to Xbox LIVE without the need to reach for a controller. This is the future!"

  • "Fact #7: “Project Natal” is the world’s first system to combine an RGB camera, depth sensor, multi-array microphone and custom processor running proprietary software. Memorise this sentence then say it out loud faster and faster."

If you visit the Project Natal website, you'll find links to related articles, a gallery of videos, and a place to sign up for news updates.

Jul 13, 2009

Multi-touch Virtual Poker?!

Andrew Milner, of Perth, Australia, recently developed the Hold'Em 1000 Virtual Poker Table. The system provide video streaming of all players, and tracks every player action. Take a look at the video:


I don't play poker, so I don't really know if it would be more exciting to play the virtual version of the game. I don't have the $20,000.00 on hand to find out, but I am sure that this table would be well-received at high-end club that serves the rich, trendy, and famous.

For more information, visit
videopokertable.net.

RELATED

Touchscreen Virtual Poker Table is a Tech Royal Flush

Nick Broughall, Gizmodo, 7/10/09

Jun 1, 2009

3DV Systems Motion Sensing Camera and Microsoft's Xbox 360

A while ago there was an article in Reuters that discussed how Microsoft was planning to buy 3DV Systems, a company that develops virtual reality imaging technology for digital cameras, called ZCams. The ZCams would be used as an accessory to the XBox 360 system.

It is true, according to a recent article in Business Week:

Microsoft Moves onto Nintendo's Motion Turf: "The software giant's Xbox 360 gaming console will have a camera system that lets users bring body movements and voice commands into play"

Information about the camera from the 3DV website:
"The new"ZCamTM (previously Z-Sense), 3DV's most recently completed prototype camera, is based on DeepCTM and is the company's smallest and most cost-effective 3D camera. At the size of a standard webcam and at affordable cost, it provides very accurate depth information at high speed (60 frames per second) and high depth resolution (1-2 cm). At the same time, it provides synchronized and synthesized quality color (RGB) video (at 1.3 M-Pixel). With these specifications, the new ZCamTM (previously Z-Sense) is ideal for PC-based gaming and for background replacement in web-conferencing. Game developers, web-conferencing service providers and gaming enthusiasts interested in the new ZCamTM (previously Z-Sense) are invited to contact us."


Video of 3DV Systems at CES 2008

May 30, 2009

Ball's Plight, an iPhone and iPod Touch Game App by PriPri Games (plug for a former classmate) -and more games-related info....

Priyesh Dixit, a game developer has a free game app for the iPhone and iPod Touch. "Ball's Plight", can be downloaded from the iTunes Store. Here is the description:

"You are Ball, an alien with telekinetic powers and no limbs. An evil scientist has captured you and is forcing you to play his little game so he can unlock the secrets of your powers. You must survive in order to escape!"

"At its core, Ball's Plight is a classic game of ball and paddle. Touch the ball to the paddle to increase your score, reach the goal score to advance to the next level while earning points."

http://priyesh.org/pics/BallsPlight2.jpghttp://priyesh.org/pics/BallsPlight1.jpg
Priyesh was one of my classmates in Dr. Michael Youngblood's Artificial Intelligence for Game Design Class at UNC-Charlotte during the fall of 2006. He went on to work with Dr. Youngblood and Hunter Hale, a Ph.D. student, on the Common Games Understanding and Learning Toolkit (CGUL).

The mission of the CGUL project:

"To identify, develop, collect, and integrate a suite of tools and techniques for improving the understanding of interaction and behavior in all FPS/3PS games, incorporating knowledge as game artifacts, and learning how to advance game artificial intelligence through these mechanisms." (CJUL downloads)

About Priyesh:

Priyesh is a programmer at TimeGate Studios in Surgar Land, TX. He has a MS in Computer Science with a certificate in Game Design and Development.

Priyesh twitters as "
madgamer7", if you'd like to follow him.


RELATED:


http://playground.uncc.edu/images/header.jpg
The Playground: UNC-Charlotte's Game Design and Development Program

http://playground.uncc.edu/GameIntelligenceGroup/GIG-L1.png
UNC-Charlotte's Game Intelligence Group, lead by Dr. Michael Youngblood


http://playground.uncc.edu/Game2Learn/images/buttonlogo.png

UNC-Charlotte's Game2Learn Group, lead by Dr. Tiffany Barnes

Publication:
D.Hunter Hale, G. Micheal Youngblood, & Priyesh N. Dixit Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds (pdf) Association for the Advancement of Artificial Intelligence
(Voted Most Infuential Game AI Publication of 2008)

Game:
Incursion, an Xbox game created by UNC-Charlotte Game Lab students,is available for download from the Xbox LIVE Marketplace website.

May 20, 2009

Kodu: A visual programming language made for children to create games, running on the Xbox, using a game controller for input.

"The core of the Kodu project is the programming user interface. The language is simple and entirely icon-based. Programs are composed of pages, which are broken down into rules, which are further divided into conditions and actions. Conditions are evaluated simultaneously.

The Kodu language is designed specifically for game development and provides specialized primitives derived from gaming scenarios. Programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Kodu can express advanced game design concepts in a simple, direct, and intuitive manner." -Microsoft

Video from MSR Techfest (low quality, but provides an example of Kodu in action)

Interview about Kodu (link to video)

Kodu Blog

Article: New program allows everyone to program videogames (USA Today 1/7/09)

The Kodu Technology Club at Explorer Elementary School

Screenshots from the Kodu website:

http://research.microsoft.com/en-us/projects/kodu/programming_ui.jpghttp://research.microsoft.com/en-us/projects/kodu/load_ui.jpg
http://research.microsoft.com/en-us/projects/kodu/sensor_wheel.jpg
http://research.microsoft.com/en-us/projects/kodu/kodu_turtle.jpghttp://research.microsoft.com/en-us/projects/kodu/kodu_sutekki.jpg

Jul 8, 2008

Highlight: Gavin McLean's Blog;

One of my favorite blogs is Gavin McLean's Global Mantra: "Using Media in education, Fostering Media Literacy, Music Technology, Games in Education, Arts Technology & Music".

In his June 9th post, Gavin discusses his experience using Stimulated Recall in his research. To explain the concept of stimulated recall, Gavin quotes Dr. John Edwards:

"The way we get this data is by using a technique called stimulated recall (Marland: 1984, O'Brien: 1993). A video camera placed at the back of the room follows the teacher wherever the teacher goes. A second camera at the front of the room is focused on the children we are studying, and a microphone is placed so that the talk of both students and teacher is recorded. The two images are put through a video mixer so that both appear on the same screen. At the end of the lesson we make rapid copies of that split screen tape and use it to interview individual children about what they were thinking during the lesson."

Basically, from the student's perspective, traditional teachers are teaching from the "sea of blah". We all have experienced it. "Blah, blah blah, blahhhh, blah BLAHH". This brings to mind the voice of the teacher in the Charlie Brown specials- "wanhh wawwh wanhh waahhh wah.." What really is going on in the minds of "learners" when the teacher is speaking?

Gavin takes the concept of stimulated recall to the next level, to perform a social-cultural analysis of teens playing a multi-player game, as part of his research. While doing so, Gavin applied principles developed by James Gee, outlined in his book, "What Video Games have to teach us about Learning and Literacy" , to the interactions and transactions of the players.

Gavin's initial findings are fascinating, and make sense, if you are a gamer, or if you have spent a significant amount of time seriously observing a child or teen play a challenging game.

For more about Gavin's research in this area, take the time to read his June 9th post - You might need to scroll down the page to find it. While you are there, take a look at more of his blog!


May 14, 2008

Paul Bourke's Experiments in Interactive Visual Immersion in Second Life - and more....


"Preprocessed spherical projections from inside a crystal including the Hershfield surface"
Evaluating Second Life as a Collaborative Tool for Scientific Visualization
http://local.wasp.uwa.edu.au/~pbourke/papers/cgat08/

I thought I'd devote a post to Paul Bourke's exciting work in the area of what I call "interactive visual immersion".

According to a bio on a math art website, Paul's working life "has revolved around high performance computing and computer graphics, in particular scientific visualisation: the use of computer graphics to represent scientific data with the aim of enhancing understanding of the underlying structure and processes." Paul is also interested in the use of "novel display technologies that can further enhance the understanding of large and complicated geometric datasets...These engage capabilities of our visual system not exploited by traditional computer displays..."

Paul recently participated in the the Computer Games, Multimedia & and Allied Technology 08: International Conference & Industry Symposium on Computer Games; Animation, Multimedia, IPTV & Edutainment. (CGAT'08, Singapore, April 28-30)

The above picture is from his paper, Evaluating Second Life as a Tool for Collaborative Scientific Visualization. (pdf), taken from Paul's webpage, where you can find a link to the slides from his talk.

Bourke points out that there are few software tools available that support shared, remote collaborative scientific visualization. What is available is expensive, exploratory, and/or difficult to install and operate. Bourke proposes that Second Life might prove to be a useful tool for collaborative SciViz, despite some current limitations. Second Life is a cross-platform 3D environment that was designed specifically for interaction between many people, and it allows for texture mapping, which is a plus for visualization work. Burke notes that there are limitations, such as Second Life's low geometric complexity.

Paul Bourke's website includes a page that lists all of his papers, articles, and seminars, with impressive visuals alongside each entry. Since I recently completed a visualization class and also gave a short presentation about accessible games for health, I found many of Bourke's papers intriguing:

Vertical dome (iDome): Visualisation and Navigable movies
Visualization for scientists, museums, public outreach, and education
Immersive environments and applications to gaming
Exploiting our sense of touch for scientific visualization.
Tactile Visualization: Feel your data!
Apple technology powering displays that engage the human visual system
iDome and digital projection into hemispherical domes

Take the time to explore Bourke's entire website. Look at his texture library and his "other" section!


FYI: Here is a link to the CGAT'08 list of speakers, complete with bios and abstracts.