Monday, December 26, 2005

"Bitch- A feminist response to pop culture"

Notes on the article "Beyond the valley of the geeks", and the website "Women Gamers".

Gender and gaming:
Its a stereotype, but its based on truth: Despite increasing numbers of female players and women working in game development, electronic games are still largely made for men, by men. Of the 145 million people that play video games, 43 percent are female. When it comes to console games, which dominate industry sales, only a quarter of the players are women. Women do however, make up 60 percent of the 6.3 million purchasers of games played on mobile phones.

US gaming companies are reluctant to disclose their percentage of female employees. But we do know that merely 10-15 percent of members of the international Game development Association are women. In the UK, just 17 percent of electronic gaming workers are female, and only 23 percent of those women have jobs that include designing or having creative input.

The reason this interests me from a designing point of view is that as we are designing an educational tool, it cannot be gender specific. One of the main aims is to create a game which not only educates, but also enjoyed from a purely non-educational way. I've realised that this might be hard. Girls in this case, might not be as interested to play as the boys. Research has shown that girls tend to choose games with short play and quick rewards, rather then Byzantine universes that require months to learn to navigate. One game to look at though which has been successful with women is The Sims created by a 60 percent female team and played by an audience that is 50 percent female. This seems to suggest that as women we are simple creatures purely wanting quick gratification and a pat on the back every five minutes.....

I think the way forward will be in the characters and also what platform the game should be played on. Could have a sims type character (obviously not to be made by me..) and a reward scheme. On her blog, Frag Doll team member (Female game team) Jinx writes:

"Within certain boundaries of reason, I think no one can argue that attractive game characters are awesome. Outside those bounds, well I often find myself cocking my head and wondering how physics engines can support the paradoxes of some female models... Usually there's an inverse relationship between the size of a character's breasts and her character development.... Developers, I'm trying to help you. If you're going to put a female character in the game, put her in for a reason... Being buxom is not a reason, it is an excuse."


As the characters in my game will be the character in the film that they are looking at I do not feel that it is important to look to closely at character assassination! However, the importance of female characters' physical appearance to female gamers is not well understood by male game developers. Perhaps this has something to do with the fact that identifying with game characters is less important to many male gamers? Male gamers see that most male characters are portrayed as unrealistic, muscle-bound Rambo-types, but they simply are not that affected by this. Many female gamers, on the other hand, are irritated when they can not identify with their female character. Additionally, males seem to miss the significance of the fact that female characters are not simply portrayed in a physically unrealistic manner, but are overly sexualised as well. As Sheri Graner Ray of Sirenia Software pointed out, male characters' sexual organs are not exaggerated in the same way as female characters' sexual characteristics are exaggerated-we do not see male game characters with huge penises, for example.




This next part is not really in contrast to my own problem or concerns as far as "Mr Benn for a modern world" goes but is rather interesting! In "Strong=Sexy," an essay published by WomenGamers.com, game critic Damon Brown muses on what male gamers get out of manipulating virtual vixens. His argument seems to vaguely state that this sexing up of women is about power differentials and has something to do with men's "phobias, desires and repression". He then goes on to say that male lead characters- Rambo, Bond, etc,- offer the player the chance to experience power by killing. Then he tries to establish a parallel by attempting to figure out what kind of power female leads proffer to male game players.......: "Man will never be able to stop his fascination of the womb, the place from where he came.... Women have this power. He does not." By this power I presume he means the ability to give birth. He reasons that male characters allow players to have power over others by killing them, and female characters allow players to have power over others by..... having babies??? He does slightly redeam himself by going down the path of : There's a difference between what male and female characters, as currently constructed, offer players, and it does have to do with power. What these female characters offer to the largest market share of game players- heterosexual men- is the chance to be aroused while going about the business of destroying bad guys or stealing cars. What more could a man want.....?

It has been suggested and I'm not utterly convinced, however that it is the "male geeks" who create them, that makes the medium prone to characterising women as sexual objects. " Many of the heterosexual geek boys in this industry have a deep resentment of women because they haven't had as much access to women as they would like." Therefore they can skip asking a women to go on a date and just create a character instead.... I dread to think what these people have created in their bedrooms....

Tuesday, December 13, 2005

For my head:- the objects

Objects??????
Am having problems with the objects. You reach an object and at the moment to indicate that the object is active it spins. I can make the object then follow the character however I am unable for the character to then let go of an object should the user change their mind. One possable way out of this is when the character reaches an object the description comes up and you then have the choice of sending the object to the mirror. Should the viewer send more then one object to the mirror they then have the choice of which object to pick up and walk through with. Could have a shelf with them all lined up on. But how do you take one with you????

As the whole point of this game is that your choice of object indicates where you go in the next level, so to speak then this is really quite important.......

Monday, December 05, 2005

Useful site on game theory;

?????????????


Well, I somehow need to make my room have some resembulance to this----->
Now there are loads of free 3D models out there you can get anything..... even down to a used condom. But blood soaked medical instruments, torturous looking devices, and severed limbs isn't so easy. And the electrical thingy which made the monster come to life is proving most difficult. Thats what today is for to finish the room, and try and figure out how to make the viewer be able to pick up objects.

Monday, November 28, 2005

Navigation (red is now Tuesday!)

Have been thinking through the navigation system and use of cameras today, while constructing my room. Very difficult finding 3D objects that would work in Frankensteins Room......

So.......
Have decided that the camera will be mostly just behind the head. Could have certain points where the camera moves, however as this is supposed to be a kind of exploration for the viewer I want to keep the view point quite restricted. When you pick up an object the camera will change to a P.O.V shot ie first person. When you reach the mirror I want the camera to be inside the mirror looking back at the character. Will apply some sort of translucent material infront of the camera to appear like your looking through glass. When the character moves forward it will be once again a P.O.V shot.

Objects needed:-

  • Bookshelf
  • Desk/chair
  • Curtains
  • Lamp
  • Bed- or wooden bench?
  • Couch
  • Pictures
  • Bottles/jars/things with body parts in
  • A spade
  • Mirror
  • Chair
  • Bench for objects
  • Books/pens etc

Need to find out which objects are going to be used to transport the viewer into another genre. The idea at the moment is that for example you pick up the spade, a seperate window will appear giving the viewer a choice of four spades each "looking" like they belong to a different genre, you then choose which one. Not sure how I'm going to keep an object with the character it might have to just spin around the character, find this annoying in computer games however the character won't be able to keep hold of it and reach for different objects at the same time. Need to think this through. more tommorow.

Thursday, November 24, 2005

PD stuff

Here is Martins introduction to PD

Wednesday, November 23, 2005

So I can find them again

Just found these, and I'm writing them here so I don't forget.
Charmin' Cleary
Him
Dispossesion
Sand Loves

all these and more can be found here

A link that might not work!

Here

is my final, very badly written php script.
The narrative was the least of my problems.
I will make it look pretty tommorow.
Will post the report here when it is written.....................................

Thursday, November 17, 2005

Green is for Thursday

"To create a short interactive program
using PHP and HTML to construct an interactive program that explores the issue
of authorship. The piece therefore should allow users to create or participate
in the creation of an interactive text the content or structure of which PHP
allows users participation. It should also employ PHP to allow users to
comminicate with a central server using the a web browser."
I think this means create a simple interactive text based along a narrative. Giving the users options in which way they go using PHP and HTML??????????????????????????????????????????????????????????????????????????????????????????????????
Have decided to base the narrative around various places; a mountine, a wood, a river, and a town. With the user haveing a list of options along the lines of "Continue along the path or take the boat downstream towards the town". Also have to include some sort of object that the user will have to have with them to get into the concluding part of the narrative.
More tommorow.

Php Crib Sheet

Just in a case I lose yet another bit of paper.

Model:-

  • User requests a page with a URL
  • If that request was sent by a form, variable data may be sent to the server along with the request.
  • Web server receives request for object located at the URL
  • If that object (e.g. index.php) is a php file, the php code segment gets executed and replaced with the result of the code
  • Server sends the new, freshhly available file to the browser

Things to check:-

  • Am I accessing the right URL?
  • Did I upload the lastest version to the live server?
  • Did I type everything correctly? (Everything is case sensitive, spaces are not allowed in URLs or filenames)
  • Do I have a code segment starting with
  • Does every line of php code end with a semi-colon (;)?
  • Do I have an ending bracket for every open bracket? ( "(", "[", "{")
  • Did I mistakenly type letter '1' instead of digit '1'?
  • Did I mistakenly type letter 'o' instead of digit '0'?
  • Did I remember that variable names start with '$'?
  • Did I remember that arrays start with index 0, not index 1?
  • If I get a message saying "error parsing line 101", did I check that line 100 is correct? Does it end with a semi-colon (;)?
  • Did I try debugging by using "echo $variable" in critical places in the php code?

Monday, November 14, 2005

Alice through the looking glass.



Mirrors: The navigation is going to rely on mirrors. Every time the viewer moves from one space to another it will be through a mirror. The viewer will take an object with them which will determine which room they end up in. They can take characteristics with them, so for example they can keep the lighting or music and see how this effects the experience in another Genre.


Monday, November 07, 2005

continued

Mr. Benn for a Modern Day- an Educational Tool
(Work in Progress)

INT. HALL OF MIRRORS. DAY OR NIGHT

The user finds themselves in front of a carnival-type hall of mirrors room. Above each mirror is a MOVIE GENRE. In this instance only HORROR and ??? genres work.

Below Horror are the words ‘FRANKENSTEIN’ and ‘MONSTER’; the user chooses which mirror to walk through. Both MIRRORS lead into the same scene.

As FRANKENSTEIN
The user is teleported into Frankenstein’s Laboratory.
The design is of a typical 1930’s expressionistic film set with an accompanying, relevant, Non Diegetic SOUND TRACK which continues in some way shape of form throughout this episode.
The camera shot is initially of an Establishing Shot type until the user moves the character; when this happens the shot is Over the Shoulder.
The LIGHTING is typical 1930’s HORROR.
On a table directly in front of him is his MONSTER.
On the walls of the laboratory are bottles of body parts in formaldehyde; ONE is lit. Inside is a (human?) heart. By clicking on the bottle the heart pumps, with diegetic sound, and the user may explore the bottle. An explanation of the heart in terms of creating a life form and its relevance to the genre is given by way of a Voice Over by Dr. Frankenstein (in character). The user clicks to return to the laboratory.
Near the Monster’s table is a box with electric current dials on it connected to the monster. By clicking on this the user is given an explanation by Dr. Frankenstein of the importance of the electricity and its magic (in story telling the monster has to be awoken by magic).


Returning to the Point of Entry the user is given the option to either return to the HALL OF MIRRORS or to see the scene with
· Different lighting
· Sound
· Costume
· Make Up
· Camera Work
· Or specific Genre

When the user makes his choice he is teleported back into the environment with the appropriate changes
OR he might choose to see the scene in a particular genre, as a reconstruction of, for example, the laboratory in ‘The Man with Two Brains’ or ‘The Rocky Horror Picture Show’


A link to the full text of Mary Shelleys Frankenstein.


Thursday, November 03, 2005

PHP game idea

For this first PHP project we have to think of a simple game in
which to make.................................................
??????????????????????????????????
Am thinking hang-man, snap, chess, ludo, connect-4, these types of games seem to be a easy way to look at this brief. Would like to make a simple interactive text in which the viewer simple uses hyperlinks to reach the next part of the story. However, am not yet sure that this is what they wanted for this brief.

Monday, October 31, 2005

Blue is for Tuesday

"Mr Benn for a modern world"
For the project within Virtools (bastard programme...) we have decided to make a learning and creative tool for anyone in the field of cinematography eg A-Level students. Its purpose is to help the user explore the elements of genre and style within the main frame of cinema. The process will take the shape of an associative narrative to begin and as the user progresses he will develop a more linear approach.

At ‘start up’ the user will have gender control of a character and given a brief introduction to the shape of their proposed journey in the form of an interview or something.
At the end of the interview (or whatever) the user’s character will be teleported via a Mr. Benn type door into a Virtools generated environment that relates specifically to a certain movie genre (e.g. Film Noir, Western, Love Story etc.). The environment will be location specific, lighting specific, prop specific etc. and as the user journeys around the space he will find information about that type of genre i.e. important films, directors and future influences on film etc. The character might travel through a bank of mirrors.

As an example we will say that the user arrives first in a film noir environment. As the user scrolls around he will attain various physical, emotional attributes required by characters in film noir of which he will be able to keep say three, before he steps through another door into another genre. With this choice of characteristics he will also be able to retain (if he chooses) other aspects of the genre e.g. music, lighting style, character clothes, characteristics to take into the next world/environment randomly chosen by the program. So, for example, the user might choose to retain the lighting set up and the characteristic of ruthless and if the next genre environment was Martial Arts the user would have the initial imagery for a mixed genre movie.
As the user becomes more aware of the parameters of the product/game he will begin to learn ways of controlling the character through the hyperspace between worlds and therefore enhance his understanding of genre and the mixing of genres i.e. ZomCom, RomCom, Love Story/Road Trip, Sci Fi/Fantasy/Horror. Also the product will help define for the user each genre so that he will have more confidence breaking the established rules of genre.

The more advanced user will be able to save environments and cross match at their leisure knowing the fundamentals of each genre (according to me) before developing their new world for their new protagonist.

Since we've written this, things have changed. The mise-en-scene is too big a "thing" to look at, as well as including films use of, sound, lighting and camera angles. We might just look at the use of sound and lighting so for example Diegetic and none Diegetic sound, the way horror films and film Noir exploit lighting to convey mood and set the scene. We have yet to fully think everything through yet! Never mind making the bloody thing!



Wednesday, October 26, 2005

Its all bloody random

Just looked on three different computers and this blog looks different on all of them. It doesn't like the changing sizes. From this computer the text has all overlapped in various sizes looks rather good. Can't read it. But being a purely asthetic kind of person it doesn't matter!

Tuesday, October 25, 2005

and people say I'm not organized....

Ok. So. Ummm. Stress. Right. Yeah. Why am I here? Got it. Have decided to use this blog to facilitate (?) all parts of M.A. Mainly because its easier then having four.I will colour code the text so that I know which post is in relation to what project. This of cause being dependent on the "man who can" coming on thursday to fit phone line.

So.........
Tuesday afternoon will be blues, Tuesday evenings will be reds,

Thursday afternoon will be greens, and Thursday evenings will be

shades.




Monday, October 03, 2005

Douglas Engelbart

Dr. Douglas C. Engelbart is best known for inventing the computer mouse. And as a pioneer of human-computer interaction who in addition was part of a team who developed hypertext, networked computers and precursors to GUI’s. He relates his first knowledge and interest to Vannevar Bush’s article

“As we may think”. Engleburt reasoned that the state of our current technology controls our ability to manipulate information, and that fact in turn will control our ability to develop new, improved technologies. He decided to set himself the task of improving and developing computer-based technologies for manipulating information directly. This, with a lot left out and major skimming, is why and how the mouse was born. (Have read some interesting articles on how the knee might also be used, more a kind of leaver, which would leave the hands free to carry out other tasks using the keyboard) The mouse was and is primarily the whole tool behind interaction. Without the mouse we are left stationary, unable to move in different realms apart from up, down, across. He came into criticism later on, with his view of computers and their role being just for large corporations, business, and much less for general use, as well as he general theories and use of the computer.

“The way we had been thinking about it was sort of Doug Englebart's view that the mainframe was like a railroad, owned by an institution that decided what you could do and when you could do it. Englebart was trying to be like Henry Ford. A personal computer as it was thought of in the sixties was like an automobile.”

Ryan, Bob “Dynabook Revisited with Alan Kay” 1991

Ted Nelson

Theorist, philosopher, invented the term “hypertext” (debatable, H.G Wells might contest that, as well as Bush’s ideas (1945) of which has been said Nelson simply re-literates) in 1965 he also coined the words hypermedia, transclusion, virtuality, interwingularity (!) and teledildonics. His main object and incentive is to make computers accessible to ordinary people. (While I’m here Interwingularity, anyone who makes up a word like that, I like.)

In the context of interactivity it would appear that he was instrumental in its thought and birth so to speak. First coming up with the idea, what would then become project Xanadu: a word processor capable of storing multiple versions, and displaying the differences between these versions. This led to Nelson wishing to facilitate “nonsequential writing”, where the user could choose their own paths through an electronic document. Not a new idea, one could relate that back to the 16th century, especially looking at the way in which they tried to organize information within libraries, which failed due to its complexity, but a new concept in the digital age where anything is relatively possible. He called this new idea “Zippered lists”. These zippered lists would allow compound documents to be formed from pieces of other documents, an idea he would later refer to as transclusion.

One could argue that is wasn’t until Tim Berners-Lee (and Robert Cailliau) actually invented the internet that any of this became relevant, although Nelson is dismayed by the World Wide Web, believing it to be a “gross over-Simplication of his own work” and believes

“HTML is precisely what we were trying to prevent- ever breaking links, links going outward only, quotes you can’t follow to their origins, no version management, and no rights management”

Everyone can’t but agree with this statement, some might say it is blindingly obvious when it is pointed out. But how, is a lot harder to answer. Project Xanadu as I mentioned previously is where Nelsons ideas “live” Many of Nelson’s ideas although very good ideas in theory have their problems. Complexity vs. Simplicity; project Xanadu allows documents to contain any part of any other document, whereas the web merely allows linking to complete documents. There is the fact that the web is compatible with existing file systems, transclusion would need an entire new system requiring the use of complicated databases, which may be difficult to maintain being that the web is ever expanding and growing. Then there is copyright, Xanadu’s model of transclusion has proven unpopular with authors and consumers. Despite the facilities for authors of documents to be paid when part of their work was transcluded into another, there is no guarantee that the authors of these documents would receive proper credit in the transcluding work. Then there is the point of making us pay for everything, I don’t like the sound of that…… All in all it would seem he is prolific in the expansion of the World Wide Web and where we are heading. Whether his ideas ever get fully materialised or used in part, is yet to be seen or made possible.

Alan Kay "The best way to predict the future is to invent it."

An American computer scientist, who joined Xerox Corporation’s Palo Alto Research center (PARC) in 1970. Here he helped develop network workstations, and by some, the creator of the modern graphical user interface. And most famously came up with the Dynabook, the concept which defined the basis of the laptop computer.

Yet even before his years at Xerox PARC, Kay had envisioned the Dynabook, which he described as "a portable interactive personal computer, as accessible as a book." The Dynabook would be linked to a network and offer users the ability to use text, visuals, animation and audio.

“Just as the book was an extension of the oral medium, so is the computer an extension of the print medium.”

Kay drew an initial pen and ink sketch of this device, which is widely considered the prototype for the notebook computer. Today, most portable computers contain all the technology his vision would require, yet Kay has insisted in his talks and writings that the Dynabook “remains a dream”. Not yet made or even properly imagined."

He is currently in the process of writing a new computer language that constructed simulated intelligence within the computer so as to allow the machine to tell itself what to do. He envisions a “computer that can learn from the user and adapt to the user's needs.” Should be interesting…….


Saturday, October 01, 2005

ello

Can everybody hear me????????? or see me????
You will have to excuse the font changery its one of my....



few pleasures in life.