Friday 28 December 2012

PG02 - Cycle3 - Research - Remote Islands (28 Dec 2012)

Improvements:
1.Research - 3D models of Maps - how to get the data

"3D Island Model"

Topographic Maps
http://upload.wikimedia.org/wikipedia/commons/f/f4/Galapagos_Islands_topographic_map-fr.png

http://www.gelib.com/usgs-topographic-maps-2.htm

"how to convert a topographic map into a 3D terrain map"

Unity Terrain Map / Height Map


2.Research - How to take the 3D model and create a 3D print


3.Research - Projections



4.Research - Users/Audience



5.Book meeting with Henry/Lawrence - visit to NMM - to book on 2 Jan 2013



6.Talk to Jake - Rapid Prototyping - 9 Jan 2013, find in office/send email


7.Talk to Jeremy - Seascape - 9 Jan 2013, find in office/send email

8.Talk to Laura - previous project on 3D printing/Fungus/Artwork - 2 Jan 2013, email?


9.Talk to Lydia - projection - 9 Jan 2013, email address?


10.Has it been done before? - Top down Projection onto an Island model, with an interactive headup touchscreen, featuring chat sessions with Islanders, stories about the islands, and a design your own island application.


Has it been done before?

"physical island model"


"island topography"

http://www.linz.govt.nz/topography/topo-maps/pacific-islands

http://ortho.linz.govt.nz/cook_island/aitutaki_high_res.jpg

http://en.wikipedia.org/wiki/File:Hawaii_Island_topographic_map-en.svg
http://commons.wikimedia.org/wiki/File:Hawaii_Island_topographic_map-fr.svg


"island topographic map"
Companies that produce topographic models:

http://www.invermodels.co.uk/portfolio03.shtml

"projection onto island model"

Yes, it has been done before!
http://web.engr.oregonstate.edu/~mjb/WebMjb/Papers/powvis98.pdf
Rear-Projecting Virtual Data onto Physical Terrain - Prince of Wales Island (1998)
(Rear-projected rather than top-down projection)


Clever projections with VVVV
http://vvvv.org/documentation/how-to-project-on-3d-geometry#virtual-cameras-perspective-is-different-to-real-world-projector-position

Experiment with creating an Island in Unity
(based on http://software-tips.wonderhowto.com/how-to/create-island-terrain-unity-3d-game-engine-261277/)






Sunday 16 December 2012

Research into Concept - for NMM - (16 Dec 2012)

Improvements:

1.Research - 3D models of Maps - how to get the data
Google Search Term: 'how to find 3D island map data'

https://support.google.com/gmm/bin/answer.py?hl=en&answer=2650347
Maps for Mobile devices

http://blog.telemapics.com/?p=399
Local search/Geospatial information

GIS - Graphical information system

POI database ? - Points of Interest

Island undiscovered by Scientists
http://www.news.com.au/technology/sci-tech/scientists-on-southern-surveyor-un-discover-island-which-appears-on-google-maps/story-fn5fsgyc-1226522365171

1b.Research - How to take a 2D map and convert it into a 3D model
Google search term: 'unity how to convert an island from flat map to 3D model'

http://software-tips.wonderhowto.com/how-to/create-island-terrain-unity-3d-game-engine-261277/
Terrain extrusion and texturing

1c.Research - Existing 3D map data ?
'island 3D map data'

http://news.cnet.com/8301-30685_3-10410320-264.html
Navteq supplying Microsoft with 3D map data, for it's mapping services

http://www.navteq.com/


2.Research - How to take the 3D model and create a 3D print


3.Research - Projections


4.Research - Users/Audience


5.Book meeting with Henry/Lawrence - visit to NMM


6.Talk to Jake - Rapid Prototyping


7.Talk to Jeremy - Seascape


8.Talk to Laura - previous project on 3D printing/Fungus/Artwork


9.Talk to Lydia - projection


10.Has it been done before? - Top down Projection onto an Island model, with an interactive headup touchscreen, featuring chat sessions with Islanders, stories about the islands, and a design your own island application.

Google search term: 'top down projection onto an island model'

King George Island Spatial Data Model
http://link.springer.com/article/10.1007%2FBF02826979?LI=true
(distributed GIS / DGIS)





Wednesday 5 December 2012

PG02-Cycle3 Presentation of Concept - (05 Dec 2012)


1.Lola's presentation - Mind Wonder
1st priority - stimulate users curiosity
User is not getting enough from the static story
Looking at Mobile Android and iOS
Foursquare - detects where you are, points or discounts are offered, but does not give info about a building
Interaction with Social networks
Draws visitors into the exhibition

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identify value with stakeholders
focused application
sketch based prototype
Value
Interviews
Prototype
Visitor Scenario
Platform requirements
Project report

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Notes: - Brittas feedback
- Be clear about what they have in place
- alternative solution of another museum who is really good
- identify good practice already
- look at user journeys/user experience
- get actual quotes from visitors/staff
- give them an idea of costs for solutions
- use NMM as a case study, as a generic study example for all Museums

- mobile location service company / iphone development

- heatmap, less visited areas - promote/encourage
- based on sound? earphones? - polls/studies
- find clear evidence to back up thoughts
- stage 1 - offer this much
- study user journey
- study user experience

- look at funding source for museum

2.Kieron's Presentation - Interal lit glass touchscreen
- Looked at the specifics of the brief
- Shipping has massively defined the world, over 500 years
- Archives are cold
- Looking at Data Visualisation
- Glass with infra-red light, bounces through the glass, cannot escape
- picked up by infra-red camera
- supports multi-touch
- needs to engage the user
- ways of interacting with it
- children?
- navigate in a random way, people just exploring a database without realising it, through the visuals
- Touchscreen - Hardware
- Cinder - software

Brittas feedback:
- find examples of archives, how do they archive, BFI, etc?
- show good practice, what is out there already.
- phase 1 - installation of glass - internal reflection
- create the software driver, to capture the camera events
- scripted lighting technology
- Infusion

3.Peters Presentation - 3D stereoscopic stop motion film of the Sea
- contemplative
- sublime
360 degree time motion

4.My Presentation - Remote Island Stories














Improvements:
1.Research - 3D models of Maps - how to get the data
2.Research - How to take the 3D model and create a 3D print
3.Research - Projections
4.Research - Users/Audience
5.Book meeting with Henry/Lawrence - visit to NMM
6.Talk to Jake - Rapid Prototyping
7.Talk to Jeremy - Seascape
8.Talk to Laura - previous project on 3D printing/Fungus/Artwork
9.Talk to Lydia - projection
10.Has it been done before? - Top down Projection onto an Island model, with an interactive headup touchscreen, featuring chat sessions with Islanders, stories about the islands, and a design your own island application.

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Wednesday 28 November 2012

PG02-Cycle3-Visit-to-LCI, 2D/3D Projection Mapping Talk (28 Nov 2012)














Video Mapping presentation by Charles Rosendaal
from Utrecht School of the Arts
Video mapping
Distance vs size and brightness

- Projection Overlays increase brightness
- Building in darkness is more effective in appearing than a building with Semi ambient light (as it cannot dissappear)
- At the edge of each blend it can fade to black, so that the blends can overlap smoothly

limit with projecting light onto brick
black areas do not reflect

flat surfaces are ideal, curved surfaces can be deformed
- custom made to fit building
- mannekins - use with 3D model projections
- projectors lined around a car

Projectors have a focus point

Hardware - Projectors

different lenses
- wide angle
- close up
(measure distance versus size)

fibre optic cables - link the video signal to the projector

 Process for video mapping event
- Site survey (day/night) - plan view
- Permissions and locations - sometimes need to build, is there enough space?
- Choosing projectors and lenses
- Getting a map/model
- Storyboard/animation
- Rendering content
- Preparing show in the projection software
- On site lineup to projection surface

Different methods of video mapping - AVstmpfl - Wings application
1.Physical object + 2D Virtual layer = 2D Mapping projection
2.Physical object + 3D Model with light = 3D mapping projection

Projectors - separate layers in software

d3 - 3D model of object, can have more projectors
and 3D virtual object is re-rendered
- can have a rotating car - with adjusting projection

Different methods of video mapping
VPT
resolume
madmapper
modul8
vdmx
vvvv

polystyrene - for building models
built model - specific dimensions

Animation composed in After Effects

interactive video projections (via touchscreen as input) / interactive floor (Hiclear software)

LCI - after sales services - maintaining and supporting projectors and software updates

Input > Interactive Software > Projection Output Software+3D model > Projector > Object surface

project onto opaque surface / frosted glass / translucent fabric

LCI UK videos on Pinterest
https://pinterest.com/LCIProductions/

LCI China videos on Tudou
http://www.tudou.com/home/item_u59298845s0p1.html













Sunday 25 November 2012

PG02-Cycle3-Brief-and-Research (25 Nov 2012)


BRIEF:
As an individual, create a concept (around the theme of ‘time and space’) inspired by/working with the National Maritime Museum and LCI.
Build and construct one prototype. Prepare and deliver one pitch to a panel (NMM/B.Pollmuller/J.Gardiner) that illustrates your concept and pilot.(summative assessment: 23rd January 2013)
(about 2 months before pitch)

Throughout the project, contribute to a Learning Log. Use this as a tool to track progress and note applicable research and technologies for the major project. The log can be an online resource (e.g. Blog / Wiki) and a link to it must be emailed to the project tutor.
*Note applicable research and technologies for the major project

The Learning Log is not formally assessed, but at the end of the unit its content is distilled into a Learning Log Progress Report that is summatively assessed.
Deliverables: What needs to be delivered? What has the client asked for?
·         Proposal with prototype
·         Concept around the theme “Time and space”/NMM
·         One prototype
·         Individual pitch
·         Learning log


The opportunity:
What’s the challenge?
What’s the opportunity?

Research your client!

·         To develop a concept, e.g. products and services that engages NMM's visitors in a more interesting and interactive way (e.g. immersive) by using new technologies.
The client: NMM: Who are they? What are their objectives?

The product: (the current situation).
·         Look into products and services that they offer already
The Audience: Visitors: Who are they? What’s their culture? What are they interested in?
·         You are not limited to the audience; however it would be beneficial if your research covers both sides of the spectrum
What: What do we want them to do with it? What do we want to achieve? How are we measuring success?
·         We want to make people experience the museum more or differntly?.
·         We want to use findings in this project to support the NMM in creating new visitors experiences which will include interactive and immersive activities.
 Why: Why would they care? What difference does it make? What value can we create for them?
·         You need to figure it out yourself!

Considerations & constraints:
·         You have 5 weeks to finish the project.
·         You need to work independently (no group work at this stage)
·         You need to research technologies.
Dates and deadlines:

28th November: Visit to LCI, Meet 12.30, LCI Productions Ltd, 55 Merthyr Terrace, London, SW13 8DL, UK
5th December: Short pitch of initial idea, plus 100 words to explain your project proposal
23rd January 2013: Final, summative INDIVIDUAL presentation and pitch. END of cycle 3!















Wednesday 21 November 2012

Presentation of Greed - PG02-10 - (21 Nov 2012)


Presentation
- Group contributions

Peter talked about Russian montage

Paul
What does it mean to personalise an experience
Humanising the issue, for someone who gets draw into it.
Comes across as being haunting and cold
Has longevity
Crop out the friendsbook - mention of 12
not dated by clothes

Question - pauses - is this what you really want to do?

John, RBOS group, inc other financial institutions
Refinements - to make it a bit more believable
Liked the ending
Pause allowing for peopel to think - what would I do in that situation

Click of the handcuffs sets the tone

You have abused your position of trust - ok
I sentence you to 3 years
'You will never work in the financial services again' - remove phrase

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Lots of impact
To the point
Right length
Lots of tension

Individual banks might like to include their own messaging, for help

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Colour grading - blue tones to be added

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Tony -
Words he uses
Scene - outside Snowhill Station - emotion is too angry

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Credits
Add the crew
Add Ravensbourne logo
DCPCU logo
FFA logo, funded by RBS
Copyright to be added

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Uncompressed and compressed format
Master file
Project file

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Henry - NMM
LCI, Hammersmith

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Saturday 10 November 2012

Mozilla Fest - day 1 - Zeega, Game Verbs, ParticleQuest (10 Nov 2012)

Mozilla Fest
Saturday



ZEEGA














ZEEGA
HTML5
Storytelling on the Web

http://alpha.zeega.org/register

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npr api

allow people to upload photos to flickr

what is a website based around storytelling look like?
- based around maps
- other ways to organise places and stories

'Remake the Internet!'

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Dear Andrew,

Welcome to Zeega!

The Internet is a wild place. We like that. Too often, though, it’s overwhelming. And full of too many choices. Little by little, we want to help remake the Internet. To make it a more beautiful place. To make the web’s wilds accessible to anyone for new forms of creative expression. Zeega is a community of makers passionate about creating immersive experiences that combine original content with media from across the web.

We’re busy processing your invite right now. You can expect a login soon!

- The Zeega Crew

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soundcloud

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http://alpha.zeega.org/editor/2856

Link to Project page
http://alpha.zeega.org/56436

Embed code;
<iframe src="http://alpha.zeega.org/56436/embed" width="100%" height="100%" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

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Project: Geodesic Homes or No Direction Home
1.Video starting with planet, with text fading in over the top
2.Still images, then
3.Displays black and white documentary film,
4.Shows a slide just showing text, with arrow navigation on each side.
reading at your own speed
5.Video played

Interaction and Linear sequences are interweaved.

Can you display data from the web, with video - not built in yet

Concept of layers: Video layers, Text layers, Link layers, later on Twitter layers, etc..

Meograph
Popcorn Maker
Zeega

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'Austin Music Map'

'Planet Takeout' - Library

Media Library
http://alpha.zeega.org/library
- organise, tag, grouping.
Collections of audio, video, etc.
Calling in media via hashtags - ie.mozfest

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Bookmarklet for bringing in media

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Images can be added dynamically by adding hashtags, and sourcing uploads from Twitter.

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Zeega Web apps - with Zeega Player
Custom Navigation items

Feed from Flickr / Youtube

Collections Viewer - showing content gallery
- seeded content

Built on Underscore and Backbone
Can add a JS file that has its own API, depends on Jquery

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Load zeega.css file
Load js file
Script that listens to a Zeega ready event
JSON file with data on each layer

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Issues around web-sourced content
Creative Commons
Attribution
Aggregator contacting Content Creator for permission
Only include 'Public' content

Talk to Lawyers

Issues around deleted or relocated addresses for content


Planet Takeout Participate

On Twitter
Project called Trees
Make a new hashtag called Trees
Link and add path into Zeega

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Instagram - Photo-sharing

Zeega Boilerplate

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Build the webpage around the player
navigational elements that speak to the player

Custom Parser

Zeega:
Visual layers - each is considered a plugin

ie.Image layer, with js, css file
Controls defined for each layer
Instructions on how it is to be displayed

Consistency of factory controls ie arrows VS expecting the users to build their own arrows

Popcorn framework is built around timeline
Zeega is built around video

Going for a Paid model?
Currently as open source, but looking for a monetisation model that is similar to Wordpress

Vimeo does not have adverts, Youtue can include adverts

Playing from timecodes of videos, start time, end time...
Hosting video from Youtube VS Downloading video to host

7 people in Zeega Team, based in Cambridge, MA

Hypermedia Authoring Platforms/

'Web Publishing Storytelling Platform'

Prezi - 'Cloud-based presentation software'
StoryPlanet - ''Visual stories, Community collaboration, developer platform" - https://www.storyplanet.com/about
Meograph - '4D Publishing Platform'
Klynt - flash based - 'Interactive editing and publishing application dedicated to creative storytellers'
3WDoc - 'authoring web tool for creating and broadcasting stories across platforms'

interactivedocumenary

idocs.org

Google Group - Zeega
info@zeega.org

Night Foundation Grant

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Paper-prototype Social Responsive Games with Verbs

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Physics game - ParticleQuest
https://github.com/jessykate/ParticleQuest/issues

(Project set by CERN to create a game)















8 abilities

anti-particles
particles
photons

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abilities - collect items

gradual improvement - get faster - XP system, like Zelda

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Sigma bar

Scientist

Find the Higgs Boson

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reduce meetup announcements

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Work on Portfolio

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What makes a game?
analysis

Browser Quest
http://browserquest.mozilla.org/

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https://github.com/jessykate/ParticleQuest/issues

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Thimble - Learn
https://thimble.webmaker.org/p/flt3/edit

Popcorn - Make an interactive video
https://popcorn.webmaker.org/

Xray-Goggles
https://webmaker.org/en-US/tools/x-ray-goggles/

Webmaker


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Thursday 8 November 2012

Reflections on PG02 Cycle 2 - Filming (08 Nov 2012)


Reflections on PG02 Cycle 2 – Filming Project – TBSOG

Individual contributions:
- Interactive concepts
- Storyboard
- Shooting Schedule
- Sound recording
- Voice over

Group contributions:
- Martin – Direction
- Lola - Script
- Peter – Lighting/Art Direction
- Kieron - Logging
- Tori - Props
- Bara - Makeup

- Julia – Mother - Actress
- Jarone – Mark - Actor
- Nick – Criminal - Actor
- Andrew – DC1 - Actor
- Neil – DC2 - Actor

Objective:
Shoot a 10 minute film

Challenges

Different angles
Different emotions
Different endings

from last week – from Monday 5th Nov

On the first Monday we all met to go through the initial script with the actors, and I presented them with the storyboards. The storyboards that I put together followed the dialogue from the script and were perhaps over-detailed however Peter liked that the storyboard shots had been detailed out. Martin, the director’s view was that the storyboard did not have to be precise and actually in being more abstract allowed for flexibility in the actual days of shooting. The preparation of the storyboards helped in deciding and defining the camera angles, initial scene framing shots, identify where the camera would be pointing, and the size of the camera zoom to define whether it would be a wide angle shot, mid-close up, close up shot or a cutaway shot.

From the storyboard and in discussion with Peter on the art direction, we were able to put together a Shooting Schedule that consisted of Scene number (taken from the script), Shot number (based on the storyboard), and Setup number (based on the number of times that the camera would be re-positioned.) Within the actual filming the setup numbers would mostly match the shot numbers. Although the storyboard was useful in helping to visualise the script and dialogue, the actual locations proved to be different to the storyboards interpretation. For example the bedroom did not have a desk and the lighting source was weaker than the antipicated lighting that was visualised. However the floor lights that were brought along could to some extent simulate lighting such as daylight, side light, uplighting and reflected light from a mirror that was placed below the actors.

The meeting on the Thursday with the team from Bank fraud investigation, and the Met Police fraud team, presented very useful insight into the things that both employees and criminals might be likely to do. However it was pointed out that the flow and sense of story, feel of dramatic emotion was more important than being too concerned with absolute accuracy or rigidly detail-obsessed performances.

The script went through about seven versions to perfect the wording.

The order of the scenes were re-arranged to follow in the sequence of the shooting schedule. These were Scene 2 and Scene 4: At The House on Monday, Scene 1, Scene 6 and Scene 9 at the Police Station on Wednesday, and Scene 3 on the High Street on the Thursday of the week of filming.

On the week of filming on the Monday, we arrived at the House to film Scene 2: At the Doorway with the Mother and Scene 4: Mark in the Bedroom. The outside sunlight and temporary cloud cover provided us with a short moment in which to shoot the doorway and the mother opening the door. I stood to the side and held the boom above the doorway. In other scenes I held the boom below the actors pointing in the direction of their voices. The filming in the bedroom proved to be awkward for the movement of crew and actors, all being in one room. The lighting and especially the pamper lighting could easily be knocked over and wires tripped on. The wide angle shot of the bedroom was forgotten in the busy action of the actors and first day of filming. As the focus was mainly on the actor, a shot list might have been useful in reminding the crew of any shots that remained to be explored. The over-exposed laptop shot was a good idea, as this allowed for a later zoomed in shot to be filmed with the on-screen text in focus.    

The filming at the Police Station on the Wednesday, was quite different to the house. The security measures of staying in set areas, constrained the movement of crew and actors and sound travelled along the walls. The positioning of the camera and microphone was solved by trying out different positions and wiring arrangements. For the filming of Mark in the cell, we tried both positioning the camera within the cell looking at Marks face, from his back looking at the door which provided a sense of isolation. With the microphone within the cell this proved to be perplexing, when the camera was positioned outside the cell, however this was solved, as the wiring for the microphone could run underneath the doorway. Wiring and positioning alignments of crew by walls, doorways and reflective surfaces were important to get right.

On the Thursday we filmed the cuffing and placing of the main character into an unmarked car. The reflective surface of the car paint showed the mirror reflection of the crew, however Martin who was taking the camera zoomed in as the door was closed to hide the view of the crew in the shot. We later filmed in Scene 2: In the High Street. We thought and debated over the best location for the High Street and settled on my decision for the team to film in Greenwich High Street. The sound levels of traffic such as lorries, cars and pedestrians was too loud for the recording, and our solution was to film the actor crossing the road, and then film the encounter between him and the approaching person on a quieter side street. Random events such as wandering cats, talking people and prams were unexpected extra parts of the takes. The cold temperature and windy breeze of Autumnal weather had an effect on both the crew in working with camera tripod, and especially with the actors and use and effectiveness of props such as lighters. Environmental effects can be better taken into account with an on-site reccie before filming has commenced, however the bringing of spare materials such as paper, tape, boards and pens can work around some of the visual, lighting and sound issues.

Sunday 28 October 2012

Transmedia Fest - What is Transmedia Debate? (26 October 2012)

Transmedia - Mixed Media/Multi-Media
Represents a process when elements...
Transmedia narrative - 3 or more narrative storylines across different platforms
Controls shift from producers to consumers

Simon Nelson, BBC - what is Transmedia?
Head/Controller/Director

Pyramid of Needs - Content production
\ - creation (narrowest zenith)
  \ - participation
    \ - extension
      \ - enhancement
        \ - discovery
          \ - access - (widest base)

BBC Record - came with video, desc, images,etc

Transmedia Storytelling - multiplatform - ie.Sons of Life
Eg.Eastenders spinoff (E20)

Partnership between TV+Games - ie.Doctor Who Game
Content assets - Natural History

Transmedia opportunity - London 2012 - Social Media spoof (Twenty Twelve)

Anna - researcher of identity/Second Life - who are the users?

How others see me? - through different media (bio)
How do I see me? - through different media (autobio)

Crossing between media should enhance and jar the experience

People / Platforms / Production

Mark Childs - Transmedia Narratives
- Hitchhikers Guide to the Galaxy Adaptations
- cassette > vinyl > theatre > book > audio book > film > spinoff, etc.

Some narrative converted/adapted into different media - multiplicity
- Adaptions
- Reformality
- Sequels
- Spin-offs

- Adaptions exploit multi-modality

HHG - not Transmedia Narrative

Star Trek (1966)
Type 1 - Continous Narrative
Type 2 - Elaborations (Extensions)

Star Wars (1977)
- media reformats

Stories are transmitted as
Memory Alpha - 'Canon' - original story
Memory Beta - transformations

Paul Brennan - Something else
- like stories
The Batman Yo-Yo
IBC - Game Designers
- play tape- then go onto a website - to fill in clues
Beware of 'Rabbit Snares'
The Technology Trap

Atom of a story is a 'Bit'

The consumer at the centre

Story - Channel/Media - Person
Essence - Timbre - Legacy

Transmedia- is not a new term, the 'thing' exists - however the word is used for purposes of commercialisation by companies.

Multiplicity of bandwidth

Imapct of Web 2.0 on Culture

Digital Media for layering and enhancement

Cohort shift - demand more of media, big budget

How do we tell stories to people? - through media?

Identity - Personal
Credentials / Self

'Avatar' - Tweeting as the 'mars rover' - person tweeting but hiding their real identity and instead reinventing their messages with the identity of the actual mars rover.

Sci - Gangnam style - internet meme

'Cultural glue'

Be careful not to overhype the short term, and under estimate the long term effects of On Demand revolution.


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Friday 5 October 2012

Technology Issues PG02-03 - Game Ideas (03 Oct 2012)

Game Ideas

50 word description:
Lampey - a unicycle lamp, by chance has been instantly assembed within a futuristic skyscraper bike factory. Lampey has to escape by jumping his way out through the use of bouncy tyres and incredible lamp powers. The factory machines see him as a defect and want to stop him before he escapes.

Sketch 1

























Sketch 2

































Sketch 3



































Sketch 4

Wednesday 3 October 2012

Technology Issues - PG02-03 (Cycle 1) Game Ethics/Philosophy (03 October 2012)


PG02-03
---------------

Do Games need Value?
As long as the game is fun, nothing else matters...

Ethics - often mistaken for Morals

u: andrewcraddock_uk@yahoo.com
p: antepast18volscian

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Make case to an ethical committee

Research had an ethical angle after the 2nd WW

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Ethics -
not so materialistic

Morals -

Example of Social Values -
- Hackers
- Could be materialistic

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Game - Spore
Does Ethics apply to games?

Ethical consideration with Multiplayer games?

Ethical issues with treatment of other players

As a Developer you have a responsibility

What is it that people overstep?

Does it affect the players morals? Virtual morals could be affected?

Do the moral choices encourage you to play again?

Henry Jenkins -
He looks at Good and Evil
- choice and consequences

Henry - looks at the choice of consequence
- the game should reflect the choice
- the games are constructed to define characters between Good and Evil
- can you feel guilty
- doesnt feel that it is a moral choice/multiple ending choice.
- just because someone does something evil, it is not evil

Have you played Against All Odds? - 1994
http://www.playagainstallodds.com/game_us.html

Where do we get Ethics from?
Society
Own experience
Parents
Teachers
Environment

Where are the boundaries?

Five cornerstones to Ethical behaviour

1. What are the consequences of the decision?
2. How can the option be implemented?
3. Decide which option is the most ethical
4. Consider your options
5. Think through the ethical dilemma and identify all components as objectively as possible

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What does it create?
A working environment
Establishes a trust

Ethical behaviour creates public outrage

Dilemma
- The Principle of Psychiatric Confidentiality

Make a decision:
Remain silent

- consequence - they could kill the woman
- how can option be implemented? - not tell
- most ethical to respect the patient as they are paying, and confidentiality
- if not told, then the person is responsible for their decision
- however I would also recommend that they tell a social worker of their intent

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morally closest answer - save daughter, inlaws might lose child

ethically closest answer

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no right and wrong

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Is the game work immune to ethical considerations?
- treatment of other players
- should your game affect the player's morales?
- if you integrated the morale choice, would it improve the game? - only if it is relevant
- do you think it is important to have in a game

- is the morale choice important? - depiction of real events
- Shooting Aliens
- Shooting people based on a historical conflict

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Carmageddon - Is it a social value or moral value? - simulated violence

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2st call - deadline for submission by 5pm today
2nd call

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Philosophy - do we need to philosophize game cultures?

Monty Pthon Sketches
Arguement Clinic
Parrot Sketch

Can games

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Lola

An eye for eye only ends up making the world blind

A computer will be considered intelligent if it can deceive a human into thinking that it is real

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Make Love, Not Warcraft
South Park
http://vimeo.com/15715765

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High debates going on in Low culture

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Ask questions that no one else would ask.

Should the game have morals..

Nintendo's philosophy is never to go the easy path; it's always to challenge ourselves and try to do something new.
Shigeru Miyamoto
Read more at http://www.brainyquote.com/quotes/keywords/philosophy_5.html#PsQRZtXLzxlyUFPI.99

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"Freedom from fear" could be said to sum up the whole philosophy of human rights.
Dag Hammarskjold

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Philosophy can create more value, more immersion.

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Philosophy can add a new dimension to games, as ethical genres

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What would the responsibility be? Can Star Trek can teach us about Time Travel?

Should the game play have a philosophical element? At the core or surrounding idea.

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Bill and Ted's Bogus Journey - Looks at consequences of time travel

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Identification of the Goal, implicate nature of philosophical.

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*Watch Memento film - Time travel dealing with consequences, loss of memory, memory with photos. Can't survive without the photos. Tattoos as reminders.
Living life backwards, chopped scripts.

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How do Games work as aesthetics and culture?

How do we understand philosophical game design?

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*Play Heavy Rain - ethical decision making

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Friday 28 September 2012

EuroGamer Expo, Earls Court (27 September 2012)

With Matt, our cameraman and a couple of guys from 3D company 3Dizzy, I attended the Eurogamer Expo on the 1st day of the event. There were zoned areas for Playstation, WII, Xbox and other platforms, plus a stage for gaming competitions.





Jo from 3Dizzy going through still shots to film, with Matt, the cameraman, and Stereoscopic technician at Ravensbourne.
Jo holding a stereoscopic handheld camera.
At a quick glance there might not seem to be anything that is unique about this image of Fable, however the player is sitting, without the use of any controllers, and using his hand to conjure magical bolts by opening and closing his hand and pushing forward.

A game I will have to find more about...free-running animals in an urban jungle...
Players sitting playing consoles at the PSVita 'ring' table.











Players sitting playing consoles at the PSVita 'plus' table.










Virgin Media stand which had really interesting lighting effects, lit like a game..with low table lighting and top wall lighting, and wood effect panels which gives it an office/home look.










Ed, of 3Dizzy interviewing a representive from Gears of War.









Matt, the cameraman with the 3D camera setup on a tripod, listening on headphones, checking a headsup display, with mini clothes mic added to the interviewee.







Games fan, beside a girl dressed as a zombie, watching other zombies on the display of Resident Evil 6 !
To the player, it feels as if they are holding the gun, the onscreen interface mimics the physical controller. To anyone else, there is the view of them holding the controller horizontally (somewhat differently to the vertical way that a gun would be held), which is controlling the movement of the gun. 



Augmented reality game, called Book of Spells which utilised the use of a simple book card and torch-like wand device. The player is watching a screen as if sitting in a living room, with an additional back-wall screen for the public.
The Book form is mimicked onscreen, and each page turn is also shown.





Objects can appear on top of the book within the creation of a spell, and also moved easily off by lifting the book.
Wand lighting trail drawn on screen in 3D, with the physcial wand.
Close up of the wand and closed card book.

































Fire-Making Spell Practice cover screen
Objects such as orange peel and animated creatures are being created in space above the book,
as soon as the page is turned, and new page laid flat. However the pages of the book are arbitrary for the representation of the onscreen view in that the turning movement could occur with any page of the book.

















Wednesday 26 September 2012

Technology Issues - PG02-02 (Cycle 1) Game Genre / Storytelling (26 September 2012)

gamesindustry.biz
* Crowdfunding platform Gambitious

Team - flexible roles:
Artist
Narrator
Games Designer
Director

5 mins to pitch a game that is missing.

Give team a 20 mins presentation pitch
what game you would like to make.

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Genre
Narrative

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Think small
Indie game
4 weeks of working on game as a team

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Next week 3: Looking at Games and Popular Culture

Keep playing other games, look for originality, what is missing in the market, unique concept.

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Genre:
1.Puzzle Game

2.Board Game

3.Role playing Game

4.Rhythm Game

5.Military Turn Based Games

6.MMOG

7.Narrative Game

8.Interactive Fiction Game - played Zork


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DanceDance - which genre? Rhythm Game.

- Keep reading Henry Jenkins

- Look at Zeitgeist - spirit of time, looks at cultural word

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- Eliza - AI narrative, typing feedback - http://www.downloadgamesfree.com/eliza

- Detective/Storytelling Game

- Doom

- Myth - Island

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Melancholic about old times

---

Zork, 1977, big on Apple

Arpanet

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1.Action Adventure Game, Zelda, N64

2.Interactive Fiction Game, Zork, Apple

3.Role playing Game, Dragon Age

4.MMOG, World of Warcraft.

5.Ultimate Reality Game, Final Fantasy.

6.Alternate Reality Game, World without Oil - social issues, moral issues, philosophy.
- changes thinking
- what is the purpose

7.Action Game, Doom, First person shooter / Quake

With doom and game, art of 'machinima' - movies with game platform.

8.Fighting Games, Street Fighter

9.Sport Games, Gran Turismo / Need for Speed / Football

10.SMUCK, R-Type.

11.Simulation Games, SIMS / SIM City / SecondLife / Habbo Hotel / Farmville

12.Real-time Strategy Games, EVE,

13.Military Turn Based Games, Empire Total War, Age of Empires

14.God-Games, World Turn Based Strategy Game, Black and White.

15.Puzzle Games - Tetris

16.Word Games

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Choose where the game fits -
Narrative,
Simluation
Action
Others

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How did Game Genre develop?
---------------------------------------------
1.Technology
- with a need to push technology
2.Culture
- some are developing through popular culture
3.Zeitgeist
4.Transmedia - other forms of media provide backbone for the game.
World Events

Within the Genre, what is the biggest market?
Depends on the platform.
Can you separate the genre into audiences?

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Pick a Digital Genre.
Rhythm Game

Move over from games to 3D
Adding texture to games
First person shooter - started

----

Debates around video games to mimic real life war situations

What video games teach children

----

Call of Duty - Games and Violence

----

Look at Indie Games

Look at Educational Games

-----

Playstation, Little Big Planet - 8 year olds
Allows you to design levels, and people will test them.
User-contributed content

---

Anyone can design a game!

---

Design a game in 5 weeks

Karl - Character designer
Masses of Pies, incubator company at Ravensbourne
3D games
characters
software working with, 3
unity3D
Matt - Game Designer/UI - likes theory of fun, pressure/pain points
6 mini games, 50MB game download limit

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pitch to a crowd funding site

design a bit of the game, design a moodboard.

approaching brands - toy manufacturer. traditionally 2D.
convince them that they need digital.
thinking about the end user. - user journey.
market research. - profile of a typical user.

company was protective - about market research, signed NDA.

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UDK - 2d

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part 2

Games and Storytelling
- Henry Jenkins - Game Design as Narrative Architecture

Ludology - just game mechanics
Narrative - storytelling

How Storytelling work within games?

How to think about writing for games?

Nick Momfort - Characteristics of Games Studies

Look at game types:
- Bejewelled - puzzle type game
- Dectective story

Games are not films

Mouse Maze - a bit like a narrative

What is different to traditional storytelling?

Components of Game Narrative:
Inputs:
- Commands (in the world)
- diegetic or hypodiegetic (stories within stories)
- Directives - (about the program)
- extradiegetic

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Example -
Inputs - controls
Directives - clues, signs
Outputs - feedback

Outputs:
Replies - diegetic or hypodiegetic
Reports - extradiegetic

---

Characters and Related Types:
Player(s)
NPC - not playing character
Other Person

---

Game Spaces and Narrative Architecture:
Evocative Spaces
Enacting Stories
Broad Goals - for the space, new scenes
Localised Incidents - prince of persia, what can and cannot be done in the space

Embedded narratives

Games as an information space
discovered, structured,
and restructured by the player

Emergent narratives - World of Warcraft

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Assassin's Creed - based on an italian city, architectural world
Evocative space

---

Borderlands - also evocative space.

---

Games and Narrative Levels - Gonzalo Frasca

Level 1: representation and events (what happens)
Level 2: manipultation modes (what the player can do)
Level 3: goal rules (what the player must do to win)
Level 4: meta-rules (what player modifications to other three level are allowed)

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Constructing the Story - Joseph Cambell

The hero's Journey
Three parts to the journey:

- The Departure
- The Initiation
- The Return

Look at Zelda

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Vladimir Propp - Looks at Character Roles

Main Characters:
Protagonist (Hero)
Antagonist (Villain)
Dispatcher (who sends hero on the journey)
Donor (who will provide with items)
Helper
Person Sought-For
False Protagonist (False Hero)

Supporting Characters:

Family Members
Connectors

---

Experience in storywriting?

Discussion: Propp's lists are easy to learn
- many are non-linear

Can you apply Propp consistenty if the hero is female?

Basic Screenplay Paradigm (Field)

Act 1
Act II
Act III

Lee Sheldon -

1. Linear Storytelling

2. Branching Stories - ie.Fable

3. Controlled Branching - open up, then narrow, open up, then narrow.

4. Web Stories

5. Modular Storytelling - no connections, have completed all states.

6. Modular Storytelling in Action - completion criteria

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Think about a philosopher - one sentence - find one.

---

The Art of Computer Games Design - by Chris Crawford

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Michael

---

Write up blog
Look for Reading List
Put together a concept for the game
Put together answers from the notes

---

Evaluating NintendoDS to try out.

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Looking at 3D Game - end of the day, with Kieron, Peter and Britta.