Tag: games

Jaron lanier vs will wright

someone asks if the sims 2 promotes consumerism, will responds that it has a deterioration built in. jaron calls monoculture the biggest mistake of the IT industry, mentions that textbook publishers slipped through legislation to make non-book learning materials not part of the requirements, which stifled VR worlds. will mentions that kids make purchasing decisions for educational titles as early as age 7, needs to be taken into account for marketing. jaron is an adviser for linden labs. jaron is really bugged by the narrowness of archetypes in online worlds, mentions vixens. how can the level of education be improved given that most kids have access to “the library of congress” on their desktop? will thinks it is a motivational problem, and richer tests etc could help. jaron, on the other hand, thinks that “touching reality” can increase learning acquisition. will riffs that technology is an extension of the human body, and increasingly, that body is in the computer. jaron: “bits don’t mean anything, they only encode information in context to reality.” thoughts on teledildonics? jaron: where are the women? 🙂 will: i hear this topic a lot, but never has a woman brought it up. will mentions introverted people that were able to express themselves. someone asks for a powerful meme to spread about the value of play for education. jaron: first some dark thoughts. the privatization and stratification of education (fueled by the minority of white people in the us for the first time) will lead to more future shock. he thinks that we can be gentler on the unwashed (who mostly dislike educated people). will: trust kids, they know what is good for them, let them explore.. someone asks about addiction to online games. will mentions a great scene from a book of the 17th century of someone’s first encounter with someone else reading a book, with the other person completely absorbed. thinks it calls for a social solution, not a technological solution. some games have negative returns to defeat the 12 year olds that had infinite time. jaron wants to turn the question around, asserts that the best thing for a kid to become a highly performant mind is to explore things. mentions infinite games. is it addiction if it is productive? is writing a novel an addiction? what about the arts / science gulf? don’t we need a manifesto for arts education? will: the gaming industry has, in his experience, a much more balanced approach. also, he sees more artists crossing over to technology than the other way round.
jaron: the problem with AI is that there is always a need for a human to assess AI performance. the auto correction feature of word is a good example: is it actually a good feature or not? people have to bend over backwards and “learn” what the feature expects to make it work.

Motion tracking

Richard marks just showed a couple motion tracking demos they developed for eye toys. google has images. some of the demos were so awesome that it drew loud cheering from this jaded crowd. farther out are sensors with depth detection which allows to have truly 3D integration, where you can “reach out” to interact with the system. the demo shows butterflies circling around a guy as he walks in front of the camera. this is truly awesome. also, for the DDR crowd, it now supports eye toys.

Sculpting possibility space

will wright, the creator of the sims, is speaking now. will is showing funny episodes from his online world “here i am hanging out with my boyz, enjoying refreshments” (pictures of a bad neighborhood on the screen). now he talks about the concept of possibility space. (reminds me of the all possible universes discussion). “you can describe the meaningful verbs of a game very easily: kill, race, manage.” “we found that user were quickly comfortable with the idea of shopping, it soothed them.” will asserts that science has been moving away from calculus to simulation, while games have gone in the opposite direction. thus the creation of elaborate physics engines. now he is showing lots of interesting slides in quick succession about feedback mechanisms in games, topologies, and patterns. he is talking far too quickly for me to summarize it. “failures are entertaining, it becomes boring quickly to just explore the path of success”. Cybernetics, System Dynamics, Cellular Automata and Chaos Theory are some approaches to model reality that have been developed. Will also mentions the old favorite of the blogosphere, the Power law distribution. “Relativity theory and quantum mechanics describe different aspects of the universe (very successfully), but taken together they cannot explain a duck.” Game development is moving from 1 person efforts in 1984 to several 100s for The Sims 2. Extrapolating from that quickly gets you $500M games with 2.5M developers. “People are increasingly designing their environments: Cell phone covers, fashion, interiors..” Machinima is becoming increasingly popular: shooting film in virtual reality. In the future, metrics are becoming important for the further development of these games. Looking at purchase history, relationships allow to devise elaborate model of user behavior. Based on these patterns, potential matches can be found (think tickle on steroids). someone asks about copyright protection, and will says he personally uses cracks “its the easiest.” 🙂

Designing Trust

Trust between people engaging in economic transactions affects the economic growth of their community. Reputation management systems, such as the Feedback Forum of eBay Inc., can increase the trust level of the participants. We show in this paper that experimental economics can be used in a controlled laboratory environment to measure trust and trust enhancement. Specifically, we present an experimental study that quantifies the increase in trust produced by 2 versions of a reputation management system. We also discuss some emerging issues in the design of reputation management systems.

fodder for your next non-zero-sum game.

Geocaching


my first association when i heard geocaching was akamai. caching internet content by location. way off-base.

The sport where YOU are the search engine.
A GPS device and a hunger for adventure are all you need for high tech treasure hunting. Here you can find the latest caches in your area, how to hide your own cache, and information on how to get started in this fun and exciting sport.

sure enough, there are 165 troves in switzerland alone. this sounds like something i want to try. i like maps, navigation and being out in the green, and adding in geek toys only makes it better..

Slower and sharper

2 of my favorite diversions recently got a boost through new technologies: snowboarding and photography.

getting a grip
For skis, a network of electrodes embedded in each ski base will apply an electric field to the ski-ice or ski-snow interface. This low-frequency electric field will cause ice and snow to stick to the ski base, increasing friction and limiting the speed of the skier. If any skiers out there care to go faster, just increase the frequency. A high-frequency electric field applied at the ski base has an opposite effect as it melts snow and ice just enough to create the same thin, lubricating layer of water, but without the refreezing/sticking phenomenon.

depth of field

This is an image of inclined crayons from a traditional F/8 imaging system. The depth of field is less than 1 crayon width. The foreground and background are badly blurred due to misfocus.

After simple color and object independent image processing the final Wavefront Coded image is formed. This image is sharp and clear over the entire image. Compare to the stopped down image from the traditional system. Wavefront Coding allows a wide aperture system to deliver both light gathering power and a very large depth of field.

A Wavefront Coded system differs from a classical digital imaging system in 2 fundamental ways. First, the light traveling through a Wavefront Coded lens system does not focus on a specific focal plane. Because of a special surface that is placed in the lens system at the aperture stop, no points of the object are imaged as points on the focal plane. Rather, these points are uniformly blurred over an extended range about the focal plane. This situation is referred to as “encoding” the light passing through the lens system. The special Wavefront Coded surface in the lens system changes the ray paths such that each ray (except the axial ray) is deviated differently from the path that it would take in a classical, unaltered lens system and therefore they do not converge at the focal plane.

The second difference found in a Wavefront Coded system is that the image detected at the detector is not sharp and clear, as discussed above, and thus must be “decoded” by a subsequent digital filtering operation. The image from the digital detector is filtered to produce an image that is sharp and clear, but has non-classical properties such as a depth of field (or depth of focus) that is much greater then that produced by an unaltered classical lens system of the same f number.