March 31, 2005

Brain-Computer Interfaces

"...Nagle was given a general anaesthetic before a disc the size of a poker chip was cut from his skull. After making an incision in the brain's protective membrane, a tiny array of 96 hair-thin electrodes, each protruding about a millimetre, was pressed onto the surface of his brain, just above a region of the sensory motor cortex that is home to the neuronal circuitry governing arm and hand movement. With the electrodes in position, the bony disc was replaced, leaving room for a tiny wire to connect the electrodes to a metal plate the size of a 10p piece that sits on Nagle's head like a button.

To read brain signals from Nagle's motor cortex, Donoghue's researchers attach an amplifier to the metallic button on his head and run a cable to a computer. When he's hooked up, the tiny voltages of the sparking neurons beneath the electrodes produce a series of brainwaves that dance on the computer screen."

Read the Article

What a sad statment about modern life "...he can use computer software to answer emails, and if he can do that, he could be employed."

Posted by edinehart at 10:24 AM | TrackBack

new religion meets old religion

(originally found here)

Posted by will at 8:08 AM | TrackBack

March 30, 2005

mobile graffiti

graffiti reappropriated for usage in virtual space - but, i have to ask: is the form's original spirit of dissent lost?

"Grafedia is hyperlinked text, written by hand onto physical surfaces and linking to rich media content - images, video, sound files, and so forth. It can be written anywhere - on walls, in the streets, or on sidewalks. Grafedia can also be written in letters or postcards, on the body as tattoos, or anywhere you feel like putting it. Viewers "click" on these grafedia hyperlinks with their cell phones by sending a message addressed to the word + "@grafedia.net" to get the content behind the link... Grafedia is a boundless, interactive publishing platform, base, cheap, and easy to use. It is an open system - the places and ways to use it are limitless. With grafedia, every surface becomes potentially a web page, and the entire physical world can be joined with the Internet."


Posted by susana at 12:00 PM | Comments (1) | TrackBack

March 29, 2005

IM Forum Speaker for 3/30/05: Ray Zone

"The Binocular Paradigm: Reflections on the History and Future of the Stereographic Image"
Location: USC Zemeckis Center, Room 201
Time: 6:00pm-8pm, 3/30/2005

Stereogram.gif

Stereographer and historian Ray Zone presents an overview of the past and future of the 3-D image in all its forms from art, photography, motion pictures and the computer-generated image. The interactive nature of binocular stereopsis, the perceptual basis for the stereographic image, will be discussed along with the new possibilities digital technology presents to the stereographer and stereoscopic filmmaker.

Zone is the author of the recently published Scarecrow Press book "3-D Filmmakers: Conversations with Creators of Stereoscopic Motion Pictures," creator of over 130 3-D comic books, producer of a short IMAX 3-D film called "A Better Mousetrap" and a widely published film historian whose articles have appeared in The Los Angeles Times, The Hollywood Reporter, and American Cinematographer.

Zone's website is viewable in anaglyph 3-D at: www.ray3dzone.com

EXTRA!!! This just in!
544 Experiments in Interactivity students
present their projects from the Stereo 3D Module!
Just before Ray's talk, right at 6:00pm sharp!
Be @ or be flat!

Posted by Perry at 11:46 AM | Comments (9) | TrackBack

mobile music blog

new mobile music blog

via boingwhatever

Posted by will at 9:47 AM | Comments (2) | TrackBack

March 28, 2005

More Citizen Media Making: Buntes Fernsehen

Surrounded by devices connected by wires and wireless, what should we do with it all? Entertain each other, and maybe communicate something locally meaningful.

Good news for people favoring local control of media: an Austrian town is part of a bold experiment in citizen media making - Buntes Fernsehen. The BBC is carrying a story "Local net TV takes off in Austria" describing the people of Engerwitzdorf who are "filming, editing and producing their own regional news channel." Using equipment provided by a Austrian telecom, they're filling servers with local mini-documentaries, news and short films. The results are available for download over high-speed modem.

This kind of news has me excited for the potential for human brains. Collaboration between people and companies, using technology to fashion ground-up media. This particular report provides mostly a shiny bauble of a story - it's not terribly long or specific. I imagine the implementation has been messier and less noble than it's been described. But still, wide-spread, high speed public access sounds like a good time to me.

Posted by jhall at 10:42 PM

Blog help...

1. I'm a hack
2. I moded my blog
3. My blog commenting is not working
4. My hack skills hit a wall
5. Who know's how to fix it?
6. Any ideas?

Posted by edinehart at 3:28 PM | Comments (4) | TrackBack

PSP Gets Mobile Internet in South Korea

psp.jpg

Sony announced today that PSP will be launching on May 2nd in South Korea. What's interesting about this is that it's going to be the first territory to have internet services enabled for it. KT, Korea's largest telecom company, will be providing the services which can be enabled through an included UMD. There's also a good possibility of other territories having internet services available later on this year. For more details, read the Gamasutra article (registration is no longer required to view news articles).

Posted by jgreen at 10:56 AM | Comments (1) | TrackBack

CHI, 2005 - Special Interest Group: Tangible Interfaces for Children

little_red.jpg

This image is from a team project I have been working on with Stanford's MediaX program to create a doll which facilitates social interaction between pre-school children. The work has led me to helping to host a SIG at CHI 2005 with Oren Zuckerman, Allison Druin and Glenda Revelle.

The session will take place on Tuesday afternoon, 4/5, from 4:30-6 pm. If you are going to CHI, it would be great to see you there. If interested in making a short presentation, please drop an email to bolas at well.com.

*************************************
CHI, 2005 - Special Interest Group: Tangible Interfaces for Children

Oren Zuckerman, Allison Druin, Mark Bolas and Glenda Revelle would like to invite you to join our Special Interest Group, Tangible User Interfaces for Children, at HI 2005. This session will take place on Tuesday afternoon, 4/5, from :30-6 pm.

The agenda we are planning includes brief presentations by Oren, Allison, Mark and Glenda about tangible interface projects that we are currently working on. Then we would like to open it up for other participants to share their projects. Please e-mail bolas at well.com if you are interested in attending this SIG and have something you'd like to present.

After the brief project presentations, we will have a group discussion about issues involved in developing tangible interfaces for kids, including topics like the following:

- Advantages and disadvantages of tangible interfaces vs. traditional GUI interfaces. What are some of the factors, conditions, target users and so on that might make either tangible interfaces or traditional GUI interfaces more appropriate?

- What learning and/or entertainment domains might be the most appropriate for tangible interfaces?

- What has been your experience with some of the challenges in developing tangible interfaces, and how to address them?

If you have other discussion topics to suggest, please e-mail them to bolas at well.com and we will try to include them.

Thanks, and hope to see you in Portland!
*************************************

Posted by mbolas at 9:31 AM | Comments (1) | TrackBack

March 26, 2005

Go to the cinema and star in the film you're about to see

i_gofc_04[1].jpg
via wmmna

During the Expo 2005, spectator queueing to see a movie at Toshiba’s digital cinema are submitted to a futurecast, they place their faces into a hole in the wall for a few seconds. High-resolution digital cameras perform a quick scan from several angles, and everyone takes their seats.

The animated film, Grand Odyssey, begins as normal but the entire cast is made up of walking, talking digital replicas of people in the audience.

Each speactator gets a role — there are soldiers, doctors, scientists and politicians involved in the story — as a Toshiba supercomputer is processing the one-time-only film.

Elsewhere, Hitachi is inviting visitors to a virtual reality safari where they get handsets that contain a prototype of the mu-chip, a processor which, when brought close to particular transmitters, downloads any information on offer in that area and displays it on a small screen.

The safari ride employs a 3D projection system designed to work with a set of sensors strapped to the hands. In the virtual reality world, solid-seeming objects can be plucked from mid-air and examined more closely in the hands.

Elsewhere, NTT DoCoMo shows its object-recognition binoculars which recognise certain objects and displays details about them in the eyepiece.

Fix on a passing plane and the device will tell you the flight number and destination. Turn your attention to a flower, and it will tell you what variety it is.

DoCoMo hopes to use the technology in camera-equipped handsets. With particular databases of information installed, the phones could be pointed at objects of interest and used to collect information. Waved past an item in a shop, for example, it might inform users where the same thing could be bought more cheaply.

Posted by brad at 10:08 AM | Comments (4) | TrackBack

music on mobiles

(mock-up of the forthcoming, hopefully, iPhone)

Really, really interesting write up on textually about the current clash between verizon and cingular, and apple and motorola.

It seems like the new apple/motorola iPhone was set to launch this week at new orleans confab. But what's happening is that apple isn't getting any support from the two big wireless players (verizon and cingular) because of the way that apple has designed the phone.

The Apple phone would basically work like an iPod, in that you can plug it into a PC, and transfer songs to it directly. What Verizon and Cingular are pissed about is that they think that the ringtone model should be applied to all forms of media on next-gen phones like apple's. This would mean that for every song you want to put on your phone, you've got to pay so much cash.

This is a really huge turning point in the industry, and I hope that apple sticks to their guns, because maybe other companies will follow their general lead and demand that the current structure of media content on phones be changed. After a year at working at Sony's mobile division (which is now folded into their marketing division... ick) is that the mobile stuff will never really be able to hit until the phone providers are willing to open up their platforms, and go away from this closed pipe model of pay-to-play.

Apple has gotten some bad PR recently with the whole suing the blogger thing, but this is a big power play, and I hope the clout they've built up with the iPod will enable them to put pressure on these idiots.

Posted by will at 7:46 AM | TrackBack

March 24, 2005

Sky Ear

Sky Ear is a non-rigid carbon-fibre "cloud", embedded with one thousand glowing helium balloons and several dozen mobile phones. The balloons contain miniature sensor circuits that respond to electromagnetic fields, particularly those of mobile phones. When activated, the sensor circuits co-ordinate to cause ultra-bright coloured LEDs to illuminate. The 30m cloud glows and flickers brightly as it floats across the sky.

Posted by jbleecker at 1:08 PM | TrackBack

March 23, 2005

SNIF: Social Networking In Fur

snifs.jpg

SNIF is a project from Noah Fields, Jonathan Gips, Philip Liang and Arnaud Pilpré at MIT's Physical Language Workshop, that builds on the function of pets as natural social devices. The system allows pet owners to interact through their pets' social networks. The hardware can be unobtrusively affixed to pet accessories to augment pet-to-pet, pet-to-owner, and owner-to-owner interactions. SNIF devices aggregate environmental, social, and individual information that can be broadcast or addressed to other participating community members.

Scenario: Max puts the SNIF collar around Alia's neck and attaches her new leash to it before going for a walk. LEDs on the collar start flashing when a dog approaches, showing that a secured ID transfer occurs between the two collars. If the other dog starts barking, Max pushes the button "Incompatible" on the leash.

At the park, Max releases Alia's leash. While the dog plays with the other dogs, her collar records the IDs of dogs she spends the most time with along with some information such as activity levels during the encounters.

When Max attaches the leash again, the information collected is transfered to the leash and updates the external SNIF server. On the way home, Max notices that the leash starts blinking red, indicating the presence of a dog, with whom Alia is not comfortable. He thus crosses the road to avoid a confrontation.

Back at home, Max checks on the SNIF website and learns about his dog's new friends through the profiles left by their owner. Later in the day, he notices that one of Alia's friend, Sugar, just reached the park. Max met Sugar's owner a couple of times, a woman who teaches French cooking, and Max has always wanted to learn how to make a good quiche. He grabs the leash and calls Alia for a walk.

Posted by sanderson at 10:08 AM | TrackBack

Remix Culture update

From a recent interview with Lawrence Lessig on developments in the remix culture efforts:

One way I've begun to think about this is to question whether within our culture, writing is allowed. Now when you say the word writing, for those of us over the age of 15, our conception of writing is writing with text, and in fact our tradition protects the right to write with text and to draw upon other people's writings with text quite substantially. People can review my book and quote my words in reviewing my book, criticize me, do whatever they want, and that's protected by a tradition of fair use that has taken hundreds of years to develop but is now pretty strong.

But if you think about the ways kids under 15 using digital technology think about writing--you know, writing with text is just one way to write, and not even the most interesting way to write. The more interesting ways are increasingly to use images and sound and video to express ideas. Well, all of those ways of writing under the law as it's understood right now are basically illegal unless you secure permission from the author up front. So the same act of creativity in some sense, you know, taking, creating, mixing out of what other people do, is legal in the text world and illegal in the digital media world. And the struggle is to get people to recognize that there's no good reason for the rules to be so radically different between the two contexts, and that we ought to be encouraging a wider range of creativity using digital media--both because there are many people who would be extraordinarily talented in exploiting those types of creativity, and also because it would really spur growth in collective literacy about how media itself functions and how it has its effect.

O'Reilly Network: Remixing Culture: An Interview with Lawrence Lessig

Posted by sfisher at 6:45 AM | TrackBack

March 21, 2005

Board Game Night - Thursday 3/24 at the Game Lab

This month's Game Design Community meeting is a board game night.
-play old school & cutting edge board games
-have fun and make your friends look dumb
-get inspired and expand your mind
-brainstorm original screenplay and video game ideas afterwards

boardgames.gif


Thursday March 24th, 7 - 9:30pm
EA Game Innovation Lab, Zemeckis Center 3131 S. Figueroa

The Board Games:

Cutting Edge-
Scotland Yard, Acquire, El Grande, Cosmic Encounter, Kuhnhandel, Tigris & Euphrates, Bohnanza, Cranium, Settlers, Ticket to Ride, Lord of the Rings, Union Pacific, Modern Art

Old School:
Twister, Connect Four, Pictionary, Risk, Charades

Brown bag optional. Feel free to invite friends.

Posted by cswain at 11:01 PM | Comments (1) | TrackBack

IM Forum Speakers for 3/23/05:Dannenbaum, Hodge & Mayer

Title: "Embedded Values"
Location: USC Zemeckis Center, Room 201
Time: 6:00pm-8pm, 3/23/2005

This week's speakers are three esteemed colleagues from CNTV's Production Division. They are the co-authors of a text on "Creative Filmmaking From the Inside Out" (available here and here). Their presentation will explore how the powerful effect of films (and other media) on audiences also brings with it complex questions of responsibility for the images we create.

creativefilm_cover.jpg

Recent review:
"If I were a film or television student starting out, it's the book I'd want to read, because it tells you to create from your gut and your heart and your spirit." — Norman Lear

Bios:
Jed Dannenbaum is an award-winning writer, producer, and director of nonfiction films and is a Senior Lecturer at the University of Southern California School of Cinema-Television,where he teaches film production. His programs about the making of Hollywood movies have appeared often on HBO and Showtime, and have been released on video and DVD.

Carroll Hodge is an independent producer, documentary filmmaker and editor. She has taught film production at the University of Southern California School of Cinema-Television since 1987, following ten years as a producer with Alaska Public Television. She also travels to give workshops on the impact of film images and the development of self-awareness and creativity in student filmmakers.

Doe Mayer is the Mary Pickford Professor of Film and Television Production at the University of Southern California. She teaches documentary and narrative filmmaking, often functioning as the head of the Documentary Program for the Production Division. She has been working in film and television for the past twenty-five years and has produced, directed, and provided technical support for hundreds of productions in the U.S. and numerous developing countries. Much of this programming has been in the area of family planning, basic education, health and nutrition promotion, HIV/AIDS awareness and prevention, population, and women’s issues.

Posted by sfisher at 5:14 PM | Comments (6) | TrackBack

March 20, 2005

GDC Wrap-Up

A whole bunch of people from the Interactive Media Division skipped out on school last week and headed to the 16th annual Game Developers Conference in San Francisco. The Group Photo Pool on Flickr reflects much of the fun.

Our Interactive Media Division had a game in the student showcase - Dyadin, which attracted attention for its two-player mode and active staff. Otherwise, IMD students and faculty could be seen in many of the panels and lectures, asking questions or taking notes.

Many, if not most, of the students were able to get press passes for a wide range of publications. Here's a listing of some of their results:

Scott, Erin, Jen at GDCAaron Meyers took photographs of the conference, some of which were published by Gamasutra (also available on Flickr).

Erin read Emily Dickinson poems out loud to Will Wright, Clint Hocking and Peter Molyneux (in this picture here, as Scott and Jen look on). In addition he kept blog entries as part of the IGDA Scholars GDC Blog.

I wrote an article about mobile game innovation for TheFeature.com

Vince was a machine, writing daily reports for Gamasutra - I've listed his writeups below the fold here. If you know of any other GDC reporting efforts from IMD people, email me or post them in the comments below!

Gamasutra Articles by
Vincent Diamante:

  • GDC 2005 Report: The Future of Content [03.15.05]
  • Postcard From GDC 2005: Why Isn't the Game Industry Making Interactive Stories? [03.11.05]
  • Postcard From GDC 2005 - Interview with the Maestro: Nobuo Uematsu [03.10.05]
  • Postcard From GDC 2005: GDC Mobile - Novel Ways to Use Audio in Games [03.09.05]
  • Postcard from GDC 2005: How Can MMOs Develop Mass Appeal in the US? [03.09.05]
  • Postcard from GDC 2005: GDC Mobile - Tales from the Multiplayer Frontier [03.08.05]
  • Postcard from GDC Mobile 2005: Final Fantasy for Mobile: A Case Study [03.08.05]
  • Postcard from GDC 2005: Serious Games Summit Keynote - Raph Koster - A Theory of Fun [03.07.05]
  • Posted by jhall at 8:50 PM

    March 18, 2005

    Blur+Sharpen Tuesday 3/22 @ 7:00PM

    timeMachines.jpg

    BLUR + SHARPEN presents TIME MACHINES
    Tuesday, March 22, 7:00 PM
    Ron Howard Screening Room
    Robert Zemeckis Center for the Digital Arts

    Blur + Sharpen returns this Tuesday night with a program devoted to experiments with time in a series of short films, music videos and commercials. Time has become an obsession for many filmmakers – why? In part, artists are responding to our culture’s accelerated pace and the ensuing emphasis on instantaneity and disposability. But they’re also visualizing a new temporal consciousness, with attempts to show the instant or frozen moment seen in bullet time effects, or the contradictory stasis and movement in the use of open flash, or the tension between forward and backwards time, extreme fast and slow motion, and spatio-temporal fragmentation.

    The pieces collected for the “Time Machines” show express some of the transformations in the cultural conception of time. Works include the pinhole camera bullet time videos of Finnish artist Liisa Lounila, the Timetrack project of Chris Cunningham, and the temporal distortions of Michel Gondry and Spike Jonze. Also screening, Daniel Askill’s award-winning short We Have Decided Not to Die and Michiel van Bekel’s amazing 360 degree Muybridge update Equestrian.

    www.iml.annenberg.edu/blursharpen

    Posted by sanderson at 5:48 PM | TrackBack

    March 17, 2005

    Evolving forms of entertainment

    Good article by Douglas Rushkoff on new directions for entertainment:

    "How mobile can -- and should -- change the way we think about entertaining ourselves and each other...A playful mobile device need not entrap its owner within its own RAM. Rather, it can connect the owner with other people, the environment, or the temporal reality in new ways. Who is available? What is around me? What's going on right now? Instead of enter-taining, these devices might do better to inter-tain us -- that is, hold our connection to other people, places and things.

    The mobile intertainment device depends not on captivation, but on introduction, orientation, and interconnection. Although very few companies are conceiving of mobile fun in this way, the early interest in services from UPOC and Dodgeball prove that people are seeking a different sort of fun through their phones -- a fun that involves experiences with other subscribers rather than some company's content."

    TheFeature :: That's Inter-tainment

    Posted by sfisher at 8:20 PM | TrackBack

    FILE 2005, Sao Paolo, Brazil

    MARCH 17TH 2005/// SAO PAULO/// BRAZIL///

    FILE - Electronic Language International Festival is opening registrations for its 6th edition. It will be held at SESI Paulista's cultural space, in Sao Paulo, Brazil, from October 3rd to 22nd, 2005. Call for entries are open from march 17th to April 17th, 2005. Submissions are free and open to professionals, researchers and students of the electronic language.

    In the last five years, FILE has shown what's been happening in the global networks related to digital and electronic arts, becoming a reference for studies and research on new media. It has exhibited web art, net art, artificial life, hypertext, computer animation, real time teleconference, virtual reality, soft art, games, interactive movies, e-videos, digital panoramas and electronic art installations and robotics, through interactive and immersive rooms.

    FILE-SYMPOSIUM has become a meeting po! int in the city of São Paulo, proposing discussions and tackling the electronic-digital culture in its relations to art, science and technologies.

    FILE Hipersônica, the festival's sonorous branch, is on it's 3rd edition and intends to elaborate connections between the world of images, the world of sonorities and the world of texts. Sound installations and real time performances will be presented by a number of groups and collectives, comprising both erudite and pop electronic music, but also electronic compositions, sound poetry, radio art, video music and sonic landscapes, as well as Djs and VJs presenting their sets through specific apparatus and installations with experimental and immersive projections.
    For more information visit: website

    Posted by mgotsis at 12:45 PM | TrackBack

    March 14, 2005

    ISEA 2006 - Interactive City Early Call For Proposals -- DUE 23 APRIL 2005

    ISEA 2006
    Interactive City
    San Jose, California, USA
    1-14 August 2006

    EARLY CALL DUE: 22 April 2005

    ISEA INTERACTIVE CITY CFP: http://www.urban-atmospheres.net/ISEA2006/

    GENERAL INFO ABOUT ISEA 2006: http://isea2006.sjsu.edu/

    ISEA (International Symposium on Electronic Art) is a large, international,
    two week long, conference and festival situated at the critical intersection
    of art and technology (see http://www.isea2004.net for last year's festival
    details). In August 2006 the 13th ISEA will be held in San Jose,
    California. ISEA spans a broad range of work from critical theory and
    application papers, interactive demonstrations, videos, installations,
    performances, and emerging music to name a few. In 2006 ISEA will feature
    four themes: Interactive City, Community Domain, Transvergence, and Pacific
    Rim. Each theme will of course manifest itself at ISEA in the form of
    papers, demos, performances, etc. Each of these topics will also feature a
    2 day event immediately preceding ISEA to further focus the topic and go
    into more critical depth. This announcement is for the early call for
    proposals within the scope of the Interactive City.


    The city has always been a site of transformation: of lives, of populations,
    even of civilizations. With the rise of the mega city, however; with the
    advent of 24/7 rush hours; with the inexorable conversion of public space
    into commercial space; with the rise of surveillance; with the
    computer-assisted precision of redlining; with the viral advance of the
    xenophobic, the contemporary city is weighted down. We dream of something
    more. Not something planned and canned, like another confectionary
    spectacle. Something that can respond to our dreams. Something that will
    transform with us, not just perform change on us, like an operation.

    The Interactive City seeks urban-scale projects for which the city is not
    merely a palimpsest of our desires but an active participant in their
    formation. From dynamic architectural skins to composite sky portraits to
    walking in someone else's shoes to geocaches of urban lore to hybrid games
    with a global audience, projects for the Interactive City should transform
    the "new" technologies of mobile and pervasive computing, ubiquitous
    networks, and locative media into experiences that matter.

    We are initiating an early Call for Proposals that manifest but are not
    limited to the spectrum of ideas below. Interactive City proposals should
    embrace aspects of the city of San José and/or the surrounding metropolitan
    San Francisco Bay Area specifically.  We are seeking projects that are large
    in scale, require advanced or special planning and/or permissions, or
    projects seeking early review.

    Let us experience your vision of the Interactive City!

    MORE INFO: http://www.urban-atmospheres.net/ISEA2006/

    Posted by jbleecker at 5:09 AM | TrackBack

    March 10, 2005

    Summer at ITP

    George Agudow emails to say "We have some very cool stuff available this summer -- both DanO and Tom are teaching -- registration is already underway and will be ongoing until the start of classes. NYU has some pretty good deals on summer housing for students as well http://www.nyu.edu/summer

    Please tell anyone who may be interested to call (212-998-1891) or email me anytime (george.agudow@nyu.edu).

    Posted by naimark at 6:42 PM | Comments (1) | TrackBack

    Harvard Rejects 199 Accused of Hacking

    This article has inspired lively debate: Has Harvard over-reacted? Please comment.
    Boston Globe March 8th

    Harvard Business School will reject the 119 applicants who hacked into the school's admissions site last week, the school's dean, Kim B. Clark, said yesterday...A half dozen business schools were swamped by a wave of electronic intrusions Wednesday morning, after a computer hacker posted instructions on a BusinessWeek Online message board. Harvard is the second school to say definitively that it will deny the applications of proven hackers. ...


    'Our mission is to educate principled leaders who make a difference in the world," Clark said in yesterday's Harvard statement. ''To achieve that, a person must have many skills and qualities, including the highest standards of integrity, sound judgment, and a strong moral compass -- an intuitive sense of what is right and wrong. Those who have hacked into this website have failed to pass that test."

    Posted by pweil at 4:55 PM | Comments (3) | TrackBack

    March 9, 2005

    Elizabeth Goodman @ ZML circa 3:30pm Thursday

    Elizabeth Goodman of Intel Research and "Familiar Stranger" fame will be dropping by the ZML around 3:30pm on Thursday for a chat with students interested in mobile media. Bring your cuppa.

    Posted by kurt at 3:48 PM | Comments (4) | TrackBack

    Fringes vs. Basics in Silicon Valley

    Electronic Arts, responding to this financial shift and to its labor critics, plans to announce this week that it will depart from tradition by beginning to pay overtime to some workers. Those workers would no longer be eligible for options or bonuses...

    "This tears at the employment model that Silicon Valley was built on," said Rusty Rueff, the director of human resources for Electronic Arts, which has 5,800 workers. Overtime pay will move game developers "out of a culture that emphasizes entrepreneurialism and ownership and into a clock-watching mentality," he said...

    [EA] said it was reviewing its total compensation structure, including who receives stock options, and that it would begin paying overtime to some workers in lieu of bonuses or stock options.

    Company executives pointed to amenities, including the gym, nutrition-conscious cafeterias, and flexible work structures that let employees take breaks to use the on-campus pool tables, video game machines, basketball courts and masseuse and acupuncturist. They also said employees were compensated not just with salary, but with a bonus that can be 5 to 30 percent of salary.

    Mr. Rueff, the human resources executive, conceded that the bonuses and stock options in some cases would be less than an employee would receive if paid in overtime. But he said options and bonuses continued to enable employees to be part of the entrepreneurial foundation of Silicon Valley. He said the company was now reassessing its entire compensation structure, including who gets stock options.

    At the same time, Electronic Arts said that if workers began demanding too much, the company would be forced to find new sources of labor, possibly outside California or even across the nation's borders, where labor costs are lower. Already, more than half of Electronic Arts' 5,800 employees are outside the United States, including 1,700 in Vancouver, British Columbia.

    "We can do this in Vancouver, Montreal, or Orlando," said Jeff Brown, vice president for Electronic Arts. "We're not even talking yet about China."

    nytimes article or continue reading for the full transcript:

    ----------------------------------------------


    SAN FRANCISCO, March 8 - It was a lunch-hour scene not uncommon on Silicon Valley corporate campuses. A video game programmer curled a dumbbell and checked out his biceps in the mirror. Nearby, two colleagues walked on treadmills, chatting, while another young man leveled karate kicks at a boxing bag.

    Those employees of Electronic Arts, the world's largest independent video game maker, were spending their break one day last week in a big, modern company gymnasium that would put many private health clubs to shame. But lately critics at the company, and at other employers in the Valley, say such perks put a cozy face on what amounts to a white-collar sweatshop.

    Electronic Arts, based in Redwood City, Calif., has become the focal point of a debate over whether technology companies are exploiting workers by demanding long hours and using on-campus fringe benefits while skimping on tangible benefits like overtime pay, and rewarding worker loyalty by sending jobs to cheaper labor overseas.

    The debate has called into question the longstanding Silicon Valley compensation formula in which long hours were soothed with stock options and bonuses. But with no technology boom to fuel stock prices, and new accounting rules making options much more expensive to grant, stock options are no longer the currency that has fueled the traditional Silicon Valley work ethic.

    Electronic Arts, responding to this financial shift and to its labor critics, plans to announce this week that it will depart from tradition by beginning to pay overtime to some workers. Those workers would no longer be eligible for options or bonuses.

    The move, while not unprecedented in the Valley's recent lean years, is certain to be watched closely by executives at other technology companies.

    Electronic Arts concedes that the move breaks with tradition. But it says it is acting more in response to employee pressure than because the company considers it the best way to handle labor relations.

    "This tears at the employment model that Silicon Valley was built on," said Rusty Rueff, the director of human resources for Electronic Arts, which has 5,800 workers. Overtime pay will move game developers "out of a culture that emphasizes entrepreneurialism and ownership and into a clock-watching mentality," he said.

    Electronic Arts, like other Silicon Valley companies, uses revenue per employee as one measure of efficiency. The company said it had $1 million in sales for each of the 3,500 development studio employees last year.

    The clash between Electronic Arts and its employees was prompted by an online essay late last year by the wife of a game programmer. She accused the company of driving its workers to the point of collapse. The lament, widely circulated and discussed, has ignited an industry debate over whether there is a need to rethink the rights of high-technology labor.

    In the past, unions have gotten little, if any, traction trying to organize at technology companies. And few experts see much chance even now of old-style trade unions catching on in the new economy. But there is little question that a new labor base has been galvanized by critics who say that as Silicon Valley has come to be dominated by big public companies that respond mainly to Wall Street's quarterly scoreboard, the corporate gyms and other campus perks may be relics of a partnership with workers that no longer exists.

    Several hundred workers and managers from the video game industry met at an all-day seminar in San Francisco on Tuesday to discuss quality-of-life issues. The gathering, a rare public acknowledgment of the depth of the worker unrest, was part of an industry conference this week for game developers.

    The tone was far from rabble-rousing. The focal point was crunching - referring not to gym exercises, but to the intense period, usually lasting months, just before the release of a new game. During that time, the animators, artists, designers, engineers, and all the others involved in producing a video game are rushing to meet the unforgiving deadline for getting the product to market on the schedule promised to distributors, retailers and shareholders.

    With few exceptions, industry executives and employees agree, crunching is part of a video game's life cycle - often a very painful part. Workers say they put in 60, 70, even 80 hours a week, with no days off, throwing themselves body and mind into the long march and in many cases fueled by caffeine or even stronger stimulants.

    "It's soul crushing," said a senior executive at a small public video game company who has spent 10 years in the business. Speaking on condition of anonymity, he said he had watched developers become increasingly disillusioned. "This is much more of a mass-market industry."

    Such toil is not unique to the video game industry. Lawyers crunch on the eve of a trial, as do investment bankers in the midst of a deal. But lawyers and bankers tend to be better compensated for their efforts than $70,000-a-year game programmers.

    Game developers, though, once worked in relatively small companies and took enormous pride in the products they created. Now, amid a consolidation that has put the video game business in the hands of a few big public companies like Electronic Arts and Activision, and in which best-selling titles can cost $10 million to $20 million to create, many developers say they feel like cogs in someone else's machine.

    Last July, a group of employees filed a lawsuit against Electronic Arts, asserting it is required under California law to pay overtime for hours worked during crunches. The suit is pending in state court.

    But it was the online essay, published anonymously by the employee's spouse, that provoked widespread debate about working conditions at the company.

    In an interview, granted on the condition that she or her husband not be identified, she said that her husband is an engineer who makes $50,000 to $70,000 a year. She calculates that if he were paid overtime, he would have received an additional $15,000 to $20,000 in overtime for working six, sometimes seven, days a week over a period of several months.

    Her essay on the Internet received some 4,000 responses and comments. Many supported her position ("White-collar slavery is alive and well in the games industry") but many others took exception ("If you don't like a job, quit").Subsequently, at least two other employee lawsuits have been filed in the video game industry, including a second one against Electronic Arts and one against Sony Computer Entertainment of America, which is based in Foster City, Calif., and employs about 1,400. Sony declined to comment.

    Electronic Arts also declined to comment on the suits. But the company said it was taking the crunch-time concerns seriously. It said it was reviewing its total compensation structure, including who receives stock options, and that it would begin paying overtime to some workers in lieu of bonuses or stock options.

    Mr. Rueff, the human resources executive, said the company had changed its approach to project management to make sure deadlines were met earlier in the product cycle of a video game, to reduce the crunch-time pressure.

    Electronic Arts, for example, is currently developing a game based on the "Godfather" movies and has added 7 new project managers to the staff of 130 assigned to the project. But even while addressing workplace issues, the company disputed the notion that it is running a sweatshop.

    Company executives pointed to amenities, including the gym, nutrition-conscious cafeterias, and flexible work structures that let employees take breaks to use the on-campus pool tables, video game machines, basketball courts and masseuse and acupuncturist. They also said employees were compensated not just with salary, but with a bonus that can be 5 to 30 percent of salary.

    Mr. Rueff, the human resources executive, conceded that the bonuses and stock options in some cases would be less than an employee would receive if paid in overtime. But he said options and bonuses continued to enable employees to be part of the entrepreneurial foundation of Silicon Valley. He said the company was now reassessing its entire compensation structure, including who gets stock options.

    At the same time, Electronic Arts said that if workers began demanding too much, the company would be forced to find new sources of labor, possibly outside California or even across the nation's borders, where labor costs are lower. Already, more than half of Electronic Arts' 5,800 employees are outside the United States, including 1,700 in Vancouver, British Columbia.

    "We can do this in Vancouver, Montreal, or Orlando," said Jeff Brown, vice president for Electronic Arts. "We're not even talking yet about China."

    The threat of sending jobs overseas is one reason that workers need to start thinking about organizing into unions, said Marcus Courtney, the founder of WashTech, a Washington State-based union that is trying to organize technology workers. Since 1998, the union has attracted only 450 members around the country, who pay monthly dues of $11.

    The idea of organizing labor in the technology sector is an uphill fight, said Gina Neff, an assistant professor at the University of California at San Diego, who studies labor issues in the new economy.

    Ms. Neff said technology workers themselves had typically been reluctant to organize because they believed they were decently compensated, they liked the industry's dynamism and they felt that as educated people they had individual bargaining power. But those dynamics might be changing as the technology industry matures.

    Video game workers "have some of the best jobs the American workplace has to offer," Ms. Neff said, "and still their individual power is not enough to guarantee good workplaces."

    Posted by brad at 11:24 AM | Comments (3) | TrackBack

    March 8, 2005

    IM Forum Speaker for 3/9/05: Anne Balsamo

    IM Forum Speaker for 3/9/05: Anne Balsamo

    Title: Overview & Tour of the Institute for Multimedia Literacy
    Location: 746 West Adams Boulevard (directions)
    Time: 6:00pm-8pm, 3/9/2005

    anne.jpg


    The USC Annenberg Center's Institute for Multimedia Literacy conducts and supports pioneering research and development efforts designed to embrace the transformative potential of today's literacy - an expanded, multimedia literacy in which the ability to read and write in images, sound, interactivity, and movement is held to as high a standard as learning the reading and writing of text. To this end, that the Institute's scholarly projects and academic programs examine and articulate the social, cultural, and practical implications of what it now means to be literate in the twenty-first century.

    IML Website
    Anne's Bio

    Posted by sfisher at 9:19 AM | Comments (4) | TrackBack

    March 7, 2005

    Play-Centric Games Education Whitepaper

    playcentric design.jpg
    This document shares the philosophy and thinking behind the creation of the EA Interactive Entertainment Program at the USC School of Cinema-Television. This is a program that combines a broad liberal arts background with specialization in the history, theory and practice of creating games and interactive entertainment. The purpose of the program is to develop critical thinkers and designers who can produce the next generation of interactive entertainment. The program's proximity to both the graduate program in Interactive Media and the School of Cinema-Television provides a unique opportunity to
    integrate the creative process of traditional media with the new medium of games and interactivity.

    The program embodies the concept of "play-centric design" which puts player experience at the heart of the design process and teaches a system of prototyping, playtesting and iterative design that has been proven in almost a decade of student work. This play-centric process, combined with the strong tradition of collaborative practice in place at the Cinema school, is the heart of the production cycle for the games program. Additionally, a strong emphasis on critical game studies will draw on the experience of the Critical Studies Division of the Cinema school. And, valuable input from the IGDA's Curriculum Framework has helped us to form the core topics for specialization and
    elective coursework within the major.

    Download paper (1.8M)

    Posted by sfisher at 10:29 PM | TrackBack

    March 6, 2005

    Is a Cinema Studies Degree the New M.B.A.?

    NY Times article

    At the University of Southern California, whose School of Cinema-Television is the nation's oldest film school (established in 1929), fully half of the university's 16,500 undergraduate students take at least one cinema/television class. That is possible because Elizabeth Daley, the school's dean, opened its classes to the university at large in 1998, in keeping with a new philosophy that says, in effect, filmic skills are too valuable to be confined to movie world professionals. "The greatest digital divide is between those who can read and write with media, and those who can't," Ms. Daley said. "Our core knowledge needs to belong to everybody."

    ...

    Still more, Ms. Daley, the U.S.C. Cinema-Television dean, argues that to generalize such skills has become integral to the film school's mission. More than 60 academic courses at U.S.C. now require students to create term papers and projects that use video, sound and Internet components - and for Ms. Daley, it's not enough. "If I had my way, our multimedia literacy honors program would be required of every student in the university," she said.

    Is a Cinema Studies Degree the New M.B.A.?

    RICK HERBST, now attending Yale Law School, may yet turn out to be the current decade's archetypal film major. Twenty-three years old, he graduated last year from the University of Notre Dame, where he studied filmmaking with no intention of becoming a filmmaker. Rather, he saw his major as a way to learn about power structures and how individuals influence each other.

    "People endowed with social power and prestige are able to use film and media images to reinforce their power - we need to look to film to grant power to those who are marginalized or currently not represented," said Mr. Herbst, who envisions a future in the public policy arena. The communal nature of film, he said, has a distinct power to affect large groups, and he expects to use his cinematic skills to do exactly that.

    At a time when street gangs warn informers with DVD productions about the fate of "snitches" and both terrorists and their adversaries routinely communicate in elaborately staged videos, it is not altogether surprising that film school - promoted as a shot at an entertainment industry job - is beginning to attract those who believe that cinema isn't so much a profession as the professional language of the future.

    Some 600 colleges and universities in the United States offer programs in film studies or related subjects, a number that has grown steadily over the years, even while professional employment opportunities in the film business remain minuscule. According to the Bureau of Labor Statistics, there are only about 15,050 jobs for film producers or directors, which means just a few hundred openings, at best, each year.

    Given the gap between aspiration and opportunity, film education has often turned out to be little more than an expensive detour on the road to doing something else. Thus, Aaron Bell, who graduated as a film major from the University of Wisconsin in 1988, struggled through years of uninspiring nonunion work managing crews on commercials, television pilots and the occasional feature before landing his noncinematic job designing advertising for Modern Luxury Media LLC, a Chicago-based magazine publisher.

    "You sort of have this illusion coming out of film school that you'll work into this small circle of creatives, but you're actually more pigeonholed as a technician," said Mr. Bell, who is now 39.

    For some next-generation students, however, the shot at a Hollywood job is no longer the goal. They'd rather make cinematic technique - newly democratized by digital equipment that reduces the cost of a picture to a few thousand dollars and renders the very word "film" an anachronism - the bedrock of careers as far afield as law and the military.

    At the University of Southern California, whose School of Cinema-Television is the nation's oldest film school (established in 1929), fully half of the university's 16,500 undergraduate students take at least one cinema/television class. That is possible because Elizabeth Daley, the school's dean, opened its classes to the university at large in 1998, in keeping with a new philosophy that says, in effect, filmic skills are too valuable to be confined to movie world professionals. "The greatest digital divide is between those who can read and write with media, and those who can't," Ms. Daley said. "Our core knowledge needs to belong to everybody."

    In fact, even some who first enrolled in U.S.C.'s film school to take advantage of its widely acknowledged position as a prime portal to Hollywood have begun to view their cinematic skills as a new form of literacy. One such is David Hendrie, who came to U.S.C. in 1996 after a stint in the military intending to become a filmmaker, but - even after having had the producer/director Robert Zemeckis as a mentor - found himself drawn to the school's Institute for Creative Technologies, where he creates military training applications in a variety of virtual reality, gaming and filmic formats. One film he developed was privately screened for the directors John Milius and Steven Spielberg, who wanted to understand the military's vision of the future.

    "That was like a film student's dream," said Mr. Hendrie, who nonetheless believes he has already outgrown anything he was likely to accomplish on the studio circuit. "I found myself increasingly demoralized by my experiences trying to pitch myself as a director for films like 'Dude, Where's My Car?' " Mr. Hendrie said. "What I'm doing here at I.C.T. speaks to the other interests I've always had, and in the end excited my passion more."

    In recent weeks, members of a Baltimore street gang circulated a DVD that warned against betrayal, packaged in a cover that appeared to show three dead bodies. That and the series of gruesome execution videos that have surfaced in the Middle East are perhaps only the most extreme face of a complex sort of post-literacy in which cinematic visuals and filmic narrative have become commonplace.

    Melding easily with the growing digital folk culture, some film majors have simply taken to creating art forms outside the boundaries of the established film business. In one such instance, Wes Pentz, a k a DJ Diplo - a 2003 graduate of Temple University, where film majors are encouraged to invent new career paths in museums, leisure businesses and elsewhere - broke through with his trademark Hollertronix, a style modeled on cinematic soundtracks. "I think of my songs as having a movement, like I would watch in a film, and there's a narrative feel to them," said Mr. Pentz, who said he had learned to frame music differently because of his film school experience.

    In the public policy arena, meanwhile, students like Yale's Mr. Herbst hope to heighten political debate with productions far more pointed than the most political feature film. Even a picture like "Hotel Rwanda," with its unblinking look at African genocide, is "a soup kitchen approach," Mr. Herbst said: "You're offered something to eat, but there are no vitamins." Bringing film directly into politics, he expects to throw objectivity out the window and change minds - perhaps not an unrealistic aim at a time when, in a bit of what a headline in The Wall Street Journal characterized as "film noir," the Edward D. Jones & Company brokerage has entered the fray over the proposed Social Security overhaul with a highly produced video.

    To some extent, such broadening vision is already helping to make economic sense of film education, which in the past was often a long path to nowhere. "Most find their way, and the skills they learn from us are applicable to other careers and pursuits," Dale Pollock, dean of the School of Filmmaking at the North Carolina School of the Arts, said of his students. "So we're not wasting their time or money."

    Still more, Ms. Daley, the U.S.C. Cinema-Television dean, argues that to generalize such skills has become integral to the film school's mission. More than 60 academic courses at U.S.C. now require students to create term papers and projects that use video, sound and Internet components - and for Ms. Daley, it's not enough. "If I had my way, our multimedia literacy honors program would be required of every student in the university," she said.

    Posted by brad at 1:12 PM | Comments (2) | TrackBack

    March 4, 2005

    Project Postmortem - CatchBob!

    Here's a great example of something we should do more of - auditing in the form of a "post-mortem" a project called CatchBob! a treasure-hunt type, Wi-Fi based locative and collaborative mobile game Fabien Girardin developed at the Swiss Federal Institute of Technology Lausanne, Switzerland. The document describes the whole development process, from the technical architecture to the user perception of the game. The document works very well for both technies and non-tech savvy people, explaining the whole process and results of the play testing.

    CatchBob! Post-mortem

    Posted by jbleecker at 8:40 AM | TrackBack

    March 3, 2005

    Be a Monster at the GDC!

    For anyone who is going to GDC and is interested in being part of gameLab's "massively multiplayer offline game," here is the info from Eric Zimmerman:

    Dear F.O.E.
    (Friend of gameLab),

    Hi. As you may already know, each year gameLab runs a massively multiplayer real-world game experiment at the Game Developers' Conference. This year's game is ConfQuest, our real-world RPG. And we're contacting you because we'd like to invite you to take a special role in this madness.

    The core idea of ConfQuest is that players choose character classes and roam the conference looking for wandering monsters to fight. We're inviting you to take the role of a wandering monster. If you choose to accept, you'll be become a ConfQuest monster, such as a Rat, Faceless Enemy, 32-bit Boss, or Teenage Dragon. And as an additional thank-you, we're holding a prize drawing for the most-battled monster over the course of the game.

    The game will take place Wednesday and Thursday during the main conference. Your participation during the conference is entirely based on your availability, so you'll be able to drop out of the game at any time for a session, meeting, or meal - you can simply hide the "monster ribbon" on your badge to suspend your game participation. And as you're a _wandering_ monster, you won't even have to change your normal conference activities. Simply go about your business and be ready to do battle with the foolish players who dare approach you.

    If this sounds like fun, send us an email and let us know you're interested. If you want to play as a monster, you should attend the introduction meeting at 6:30pm on Tuesday in the lobby of the Argent Hotel (50 3rd Street, near the convention center). If you can't make that time, we are also meeting with monsters Wednesday morning at 8:30am at the ConfQuest HQ on the 3rd floor lobby of the convention center (that's in the morning right before the main conference starts).

    Try to make one of these two meetings! Bring your friends! We need monsters! If you want to be a monster and you can't make either of them, that's OK. Just look for a gameLabber at the game HQ on the first day of the GDC.

    We look forward to seeing and gaming with you at the
    GDC.

    - gameLab, eric@gmlb.com

    Posted by tfullerton at 6:13 PM | TrackBack

    The Disappearing Computer in CAM

    The March 2005 issue of Communications of the ACMis dedicated to ubiquitous computing and location systems.
    "Guest editors Norbert Streitz and Paddy Nixon (chair and co-chair, respectively, of The Disappearing Computer initiative) have orchestrated authors and projects from around the globe to present a variety of perspectives, reflections, and visions for building technologies that serve people in an unobtrusive way. They explain the goal of this section—and these ongoing programs—is to explore how daily life can be supported and enhanced through the use of interacting artifacts that form environments in which the computer as we have come to know it has no role. Or, as Weiser envisioned almost 15 years ago: "Machines that fit the human environment, instead of forcing humans to enter theirs." "

    Accessing the full text online requires some registration, although there is a student option. I'm sure the libraries carry CAM.

    Posted by pweil at 9:12 AM | TrackBack

    March 2, 2005

    Dyadin Appears on Cover Feature of Gamasutra

    You can find it at the very top of the article. Can't miss it!

    Posted by jgreen at 1:48 PM | Comments (2) | TrackBack
    Faceroll

    Erin Dinehart
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