<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>usc interactive media division</title>
	<atom:link href="http://interactive.usc.edu/feed/" rel="self" type="application/rss+xml" />
	<link>http://interactive.usc.edu</link>
	<description></description>
	<lastBuildDate>Mon, 20 Feb 2012 11:10:11 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1</generator>
		<item>
		<title>Do video games cause Attention Deficit Hyperactivity Disorder &#8212; or vice versa? By Nicholaus Noles &#124; Sep 12, 2011</title>
		<link>http://interactive.usc.edu/2012/02/16/do-video-games-cause-attention-deficit-hyperactivity-disorder-or-vice-versa-by-nicholaus-noles-sep-12-2011-2/</link>
		<comments>http://interactive.usc.edu/2012/02/16/do-video-games-cause-attention-deficit-hyperactivity-disorder-or-vice-versa-by-nicholaus-noles-sep-12-2011-2/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 20:55:18 +0000</pubDate>
		<dc:creator>Yasaman Hashemian</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12861</guid>
		<description><![CDATA[Gaming is an interactive experience. We play games &#8212; but at the same time, games play us. In this column,...<br /><a class="more-link" href="http://interactive.usc.edu/2012/02/16/do-video-games-cause-attention-deficit-hyperactivity-disorder-or-vice-versa-by-nicholaus-noles-sep-12-2011-2/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><em>Gaming is an interactive experience. We play games &#8212; but at the same time, games play us. In this column, psychologist Nicholaus Noles explores how video games manipulate our thoughts, feelings, and behaviors, all in the name of fun.</em><span id="more-12861"></span><strong>Pay Attention!</strong></p>
<p>In a <a href="http://pc.gamespy.com/articles/118/1184770p1.html" target="_blank">recent piece published here on GameSpy</a>, writer Evan Hoovler &#8212; who has Attention Deficit Hyperactivity Disorder &#8212; discussed how video games taught him skills that improved his life. At the end of the piece, our own resident commenter, Spy Guy, asked, &#8220;What do you think about scientific studies linking ADHD to video games? Are these brainiacs on the right track, or do they really have it all backwards?&#8221; Well, when Spy Guy asks a question about psychology, I feel that it&#8217;s my job to give him an answer.</p>
<p>ADHD is characterized by inattention and impulsiveness. Although people with ADHD are sometimes stereotyped as hyper or bouncing off the walls, modern theories suggest their symptoms are actually caused by brainwave activity that is too low. When I talk about &#8220;brainwaves,&#8221; I&#8217;m referring to the amount of electrical activity going on in your brain when you do different things. For example, when you&#8217;re working or taking a test or even playing a video game, a lot of electrical activity can be measured in your brain. In contrast, when you get bored or start to fall asleep, the amount of electrical activity in your brain goes way down. The brains of people with ADHD often dip down into the sleepy range of brainwave activity or fail to become as active as they should be when they&#8217;re trying to pay attention. This causes them to lose focus, and makes it difficult for them to stay on task.</p>
<p>Video games pop up in ADHD discussions for several reasons. Most importantly: the correlation between ADHD and playing lots of video games. Several scientific studies show that people who play two or more hours of video games per day find it harder to pay attention, and are much more likely to have an ADHD diagnosis than people who play an average of one hour of video games (or less) per day. Also, studies suggest that playing video games temporarily increases the attention problems experienced by people with ADHD, in some situations.</p>
<div><img src="http://pcmedia.gamespy.com/pc/image/article/119/1193874/mind-games-6-video-games-and-adhd-20110912015900260.jpg" border="0" alt="" width="470" height="293" align="center" /></div>
<div>Now, this evidence seems pretty convincing. People who play video games are more likely to have ADHD &#8212; so video games must cause ADHD, right? Well, not exactly; you see, a correlation occurs when two things are detected together, but a correlation does not necessarily mean that one of those two things causes the other. For example, if we open up all of the lunchboxes in the world right now, it&#8217;s likely that lots of sandwiches with peanut butter on them will also have jelly on them. The peanut butter doesn&#8217;t actually cause the jelly to appear on the sandwich, but they show up together all the time.&nbsp;</p>
<p>What&#8217;s true to PB&amp;J sandwiches is also true for video games: ADHD and video games show up together, with several reasonable explanations as to why they might co-occur. First, it could be true that playing video games causes people to develop ADHD. Second, it could be true that people with ADHD are really attracted to video games; video games are designed to grab and hold your attention, so they might be even more attractive to people with attention problems. Third, both of these explanations could be true: Video games cause ADHD, and having ADHD makes video games more attractive. Finally, it is possible that an additional unknown cause leads people to both develop ADHD and love video games.</p>
<div><img src="http://pcmedia.gamespy.com/pc/image/article/119/1193874/mind-games-6-video-games-and-adhd-20110912015859996.jpg" border="0" alt="" width="500" height="375" align="center" /></div>
<div>It&#8217;s obvious that simply playing video games isn&#8217;t giving everyone ADHD. I&#8217;ve invested tens of thousands of hours into playing video games since I was a preteen, and I don&#8217;t have ADHD &#8212; and some young kids develop have ADHD without ever touching a controller or keyboard. If a simple cause-and-effect relationship existed between gaming and ADHD, the pattern would be obvious and widespread. Instead, we have a correlation between gaming and ADHD. One last bit of science: Recent research suggests that ADHD, like other mental disorders such as schizophrenia and autism, may have a strong genetic component. If so, then we may have to change the way we think about the relationship between ADHD and video games. Instead of being the root cause of ADHD, excessive gaming may simply trigger a preexisting problem with attention, or cause preexisting ADHD symptoms to become worse.&nbsp;</p>
<p>It&#8217;s tempting for researchers and news outlets to interpret research like this in the most exciting way possible. &#8220;Video games cause ADHD&#8221; is a big headline, but the complex reality of the relationship between gaming and ADHD is more difficult to explain. For now, we can only guess at the true relationship between video games and ADHD.</p>
</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/02/16/do-video-games-cause-attention-deficit-hyperactivity-disorder-or-vice-versa-by-nicholaus-noles-sep-12-2011-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Latest Progress: Shayd VR and Tactile Immersion with Mixed Reality</title>
		<link>http://interactive.usc.edu/2012/02/15/latest-progress-shayd-vr-and-tactile-immersion-with-mixed-reality/</link>
		<comments>http://interactive.usc.edu/2012/02/15/latest-progress-shayd-vr-and-tactile-immersion-with-mixed-reality/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 20:53:21 +0000</pubDate>
		<dc:creator>James Iliff</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Immersive]]></category>
		<category><![CDATA[Stereo3D]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis 2012]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[MxR Lab]]></category>
		<category><![CDATA[PhaseSpace]]></category>
		<category><![CDATA[Virtual Reality]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12804</guid>
		<description><![CDATA[The &#8220;Shayd&#8221; Virtual Reality installation is making incredible progress this semester.  With the Spring Graduate Thesis Showcase quickly approaching, we...<br /><a class="more-link" href="http://interactive.usc.edu/2012/02/15/latest-progress-shayd-vr-and-tactile-immersion-with-mixed-reality/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>The &#8220;Shayd&#8221; Virtual Reality installation is making incredible progress  this semester.  With the Spring Graduate Thesis Showcase quickly  approaching, we have to finish off the virtual world in Unity and begin  constructing the physical set.  The overall concept is elaborate and  fascinating, and I&#8217;m excited to show off what we got so far!</p>
<div id="attachment_12806" class="wp-caption alignnone" style="width: 673px"><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollowTitle.png"><img class="size-large wp-image-12806   " title="Shayd Title" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollowTitle-1024x512.png" alt="" width="663" height="331" /></a><p class="wp-caption-text">Concept poster for Shayd (not final). Currently this is a little too dark...</p></div>
<p>For starters, Shayd is an alien world that suffers from a unique  dual-dimensional condition.  Upon arrival on the planet, participants  find themselves wandering into a lifeless cave, surrounded by ancient  drawings depicting an extraterrestrial history.  A red glowing artifact  resides in the center of the cave (its actually the VR head mounted  display), and this &#8220;alien technology&#8221; provides access to the planet&#8217;s <em>other</em> dimension.   After putting on the head mounted display, participants  are instantly immersed in a vibrant world, and through a series of  scenes they can interact with aliens, explore the foreign environment,  and even fly over the surface of the planet.  Project Lead <a href="http://www.lastplutonian.com/Last_Plutonian_Endeavor__Shayd/Last_Plutonian_Endeavor__Shayd.html">Juli Griffo</a> has written a complete narrative for the experience, and plans on  self-publishing a Shayd children&#8217;s book concurrently with the opening of  the virtual installation in May.</p>
<p><span id="more-12804"></span></p>
<p>As the level designer for Shayd,  I have been responsible for creating the virtual environment, including  any custom modeling, texturing, and scripting necessary to achieve the  perfect visual aesthetic.  I&#8217;ve learned to integrate the project with  the immersive VR technologies available at ICT&#8217;s <a href="http://projects.ict.usc.edu/mxr/">MxR Lab</a>,  including the Wide-5 HMD, PhaseSpace Motion Capture System, the PR4  wireless HMD, and most recently the iPhone for a mobile version.  Shayd  for the iPhone is compatible with the <a href="http://www.hasbro.com/hasbromy3d/en_US/">Hasbro My3D device</a>, which can simulate a VR experience with the iPhone&#8217;s built-in gyroscope.  We&#8217;re showcasing &#8220;Shayd Mobile&#8221; at the <a href="http://conferences.computer.org/vr/2012/">IEEE VR Conference</a> in March, thanks the awesome folks at the MxR Lab who are using our  project as part of their showcase.  I&#8217;m super excited to see what people  think of it.</p>
<p>Below is one of the first builds of Shayd, developed  entirely in the free version of the Unity engine.  Later on we began  using Unity Pro, which allowed for more enhanced post-processing effects  such as <a href="http://unity3d.com/support/documentation/Components/script-AntialiasingAsPostEffect.html">anti-aliasing</a> and dynamic <a href="http://unity3d.com/support/documentation/Components/script-SunShafts.html">sun shafts</a>.</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow1.png"><img class="alignnone size-medium wp-image-12808" title="ShaydHollow1" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow1-300x190.png" alt="" width="300" height="190" /></a> <a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow3.png"><img class="alignnone size-medium wp-image-12809" title="ShaydHollow3" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow3-300x190.png" alt="" width="300" height="190" /></a></p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow2.png"><img class="alignnone size-medium wp-image-12810" title="ShaydHollow2" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow2-300x190.png" alt="" width="300" height="190" /></a> <a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow4.png"><img class="alignnone size-medium wp-image-12811" title="ShaydHollow4" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydHollow4-300x190.png" alt="" width="300" height="190" /></a></p>
<p>This particular area later become known as <em>Shayd Hollow</em>, the third of four scenes that occur throughout the larger environment of Shayd.  In <em>Hollow</em>, the participant first encounters the Life Force, which seeps calmly and incessantly through openings in the planet&#8217;s surface.</p>
<p>The temp score for this scene was the soundtrack from <em>Edward Scissorhands</em>.   It&#8217;s a little darker than what we plan for the final aesthetic, and it  totally influenced me to sculpt a bit of a Tim Burton-esque  landscape! Our real score is being developed by <a href="http://www.smptv.net/student.php?id=85">Jeremy Tisser</a>,  of USC&#8217;s Scoring for Motion Pictures and Television program. He&#8217;s  insanely talented, and I&#8217;ve been inspired by every piece he&#8217;s written  for the project.  Jeremy has pulled together an amazing orchestra for  Shayd, and we start live recording in March!   (I have to add that I&#8217;m  also secretly jealous that he&#8217;s studying under Garry Schyman, composer  for <em>Bioshock</em>.)  Music immerses the player as much as the visuals  do, if not more so.  With the addition of an HMD, we hope to completely  blow the player&#8217;s mind.  Which brings us to an important question &#8211; how  does Shayd work as a VR experience?</p>
<p>The current builds of Shayd  that I use for every day development has a basic first-person  controller, but in the VR installation the movement will be much  different.  Rather than walking through Shayd with a keyboard, mouse,  and computer screen, the head-mounted display (Palmer Luckey&#8217;s PR4)  allows you to move about the world independently with only your body.   Whereas a computer monitor only allows for about 30 degrees  field-of-view, the HMD opens up the FOV closer to 130 degrees,  simulating a real sense of presence.  For those who have never put on an  HMD before, here&#8217;s my sloppy diagram of how it compares to a normal  screen:</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/VR_Diagram.png"><img class="alignnone size-large wp-image-12812" title="VR Diagram" src="http://interactive.usc.edu/wp-content/uploads/2012/02/VR_Diagram-1024x682.png" alt="" width="614" height="409" /></a></p>
<p>But how do you traverse across Shayd?  Our VR installation is limited  to a 20&#8242; by 20&#8242; space, surrounded by ten PhaseSpace motion capture  cameras responsible for the head tracking.  While this might seem small,  it allows for a certain theatrical limitation to the experience that  promotes careful observation and increased interaction with the  non-player characters of Shayd.  If we installed an <a href="http://www.youtube.com/watch?v=BQw1tsgrJOs">omni-directional treadmill</a>, a <a href="http://www.engadget.com/2010/03/19/virtusphere-virtual-reality-hamster-ball-put-to-the-test/">hamster ball</a>,  or some other such device, players might feel obligated to traverse the  vast distances of Shayd as opposed to interacting locally in a  contained environment.</p>
<p>There&#8217;s another more important purpose for  limiting the moveable space &#8211; tactile immersion.  By limiting the area a  participant can traverse, we can build a physical environment that can  be interacted with as well.  For instance, when the player first dons  the head-mounted display, she will find herself inside a luminous cave  with small glimpses of the outside world of Shayd.  At the same time,  she is standing in a physical cave (albeit one made of wood and  plaster).  Theoretically, if the physical set and the virtual map are  spatially identical, participants will be able to touch the walls of the  cave in the virtual environment, and actually feel something there!</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/Cave.png"><img class="alignnone size-full wp-image-12813" title="Cave Model in Maya" src="http://interactive.usc.edu/wp-content/uploads/2012/02/Cave.png" alt="" width="606" height="424" /></a></p>
<p>The motion capture system is capable of tracking the person&#8217;s body in  real time, and can use that data to animate a digital avatar of the  player&#8217;s own self.  When they reach out to touch a wall, they will feel  the wall, and <em>see their hand feeling the wall</em>, all within the  virtual environment.  This added layer of tactile immersion and avatar  embodiment is the next step in true virtual presence, and I&#8217;m very  excited to be testing this method with Shayd.</p>
<p>In the same way,  actors can embody the aliens!  Instead of relying on an AI system to  control NPCs, real actors can guide participants from scene to scene,  and keep them physically safe as well (no tripping over wires, bashing  into stands, etc).</p>
<p>Our Animator, <a href="../members/verhoef/">Logan Ver Hoef</a>,  has lovingly crafted the two alien protagonists &#8211; Syrrette and Maubwe &#8211;  who will be guiding the player throughout the experience:</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/SyrretteAndMaubwe.png"><img class="alignnone size-large wp-image-12814" title="Syrrette And Maubwe" src="http://interactive.usc.edu/wp-content/uploads/2012/02/SyrretteAndMaubwe-1024x576.png" alt="" width="614" height="346" /></a></p>
<p>Despite the obvious language barrier, the two characters will  introduce themselves and reveal the planet&#8217;s storied past.  I hope you  come out to the Spring Thesis Showcase to meet them! I mean, look how  cute they are &#8211; how could you say no?</p>
<p>Here&#8217;s a little taste of our  latest version of Shayd. Compared to the earlier prototypes, the  landscapes are heavily detailed, with normal &amp; specular mapped  terrains, dynamic clouds with <a href="http://www.sixtimesnothing.com/unisky">UniSky</a>, and some fancy post-processing!</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete1.png"><img class="alignnone size-medium wp-image-12816" title="Shayd Clearing with Moon" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete1-300x187.png" alt="" width="300" height="187" /></a> <a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete2.png"><img class="alignnone size-medium wp-image-12817" title="Shayd Hollow with Volcanos" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete2-300x187.png" alt="" width="300" height="187" /></a></p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete3.png"><img class="alignnone size-medium wp-image-12818" title="Shayd Cave Interior" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete3-300x187.png" alt="" width="300" height="187" /></a> <a href="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete4.png"><img class="alignnone size-medium wp-image-12819" title="Shayd Clearing with Aurora Borealis" src="http://interactive.usc.edu/wp-content/uploads/2012/02/ShaydComplete4-300x187.png" alt="" width="300" height="187" /></a></p>
<p>If you are interested in learning more about the technical side of the Shayd VR project, check out my previous post <em><a href="http://www.jamesiliff.com/graduate-thesis-project-shayd-and-virtual-reality-with-phasespace">Graduate Thesis Project “Shayd” and Virtual Reality with Phasespace</a></em>.</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/02/15/latest-progress-shayd-vr-and-tactile-immersion-with-mixed-reality/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IMD Council Meeting Wednesday 2.15.12 @ 5:15 p.m. @ YML</title>
		<link>http://interactive.usc.edu/2012/02/15/imd-council-meeting-wednesday-2-15-12-515-p-m-yml/</link>
		<comments>http://interactive.usc.edu/2012/02/15/imd-council-meeting-wednesday-2-15-12-515-p-m-yml/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 20:00:01 +0000</pubDate>
		<dc:creator>Juli Griffo</dc:creator>
				<category><![CDATA[Main]]></category>
		<category><![CDATA[IMD Council]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12801</guid>
		<description><![CDATA[The agenda for today&#8217;s meeting can be found here. Today&#8217;s biggest concerns are upcoming elections and the possibility of a...<br /><a class="more-link" href="http://interactive.usc.edu/2012/02/15/imd-council-meeting-wednesday-2-15-12-515-p-m-yml/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>The agenda for today&#8217;s meeting can be found <a href="https://docs.google.com/viewer?a=v&#038;pid=sites&#038;srcid=ZGVmYXVsdGRvbWFpbnxpbWRzdHVkZW50Y291bmNpbHxneDo3NGI1YWYwMmIyMGVjODUx">here</a>.</p>
<p>Today&#8217;s biggest concerns are upcoming elections and the possibility of a large &#8220;Studio Day&#8221; event for this semester.</p>
<p>Food will be served.  All are welcome.</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/02/15/imd-council-meeting-wednesday-2-15-12-515-p-m-yml/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Contest for IEEE VR Conference Tickets</title>
		<link>http://interactive.usc.edu/2012/02/07/contest-for-ieee-vr-conference-tickets/</link>
		<comments>http://interactive.usc.edu/2012/02/07/contest-for-ieee-vr-conference-tickets/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 19:13:48 +0000</pubDate>
		<dc:creator>Charlotte-Ann Riffey</dc:creator>
				<category><![CDATA[Main]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12787</guid>
		<description><![CDATA[Win a FULL CONFERENCE PASS to IEEE VR 2012 the premier international conference and exhibition on virtual reality. Submit a...<br /><a class="more-link" href="http://interactive.usc.edu/2012/02/07/contest-for-ieee-vr-conference-tickets/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: medium;"><span style="font-family: Calibri, Verdana, Helvetica, Arial;">Win a FULL CONFERENCE PASS to IEEE VR 2012 the premier international conference and exhibition on virtual reality.<br />
Submit a short paragraph on why you should receive this gift to Mark Bolas, Director of the Mixed Reality Lab and Associate Professor in the Interactive Media Department at: <span style="color: #0000ff;"><span style="text-decoration: underline;"><a href="dnelson@ict.usc.edu">dnelson@ict.usc.edu</a><br />
</span></span>Two people will receive a pass to the conference which takes place in Orange County, CA from March 4 – 8.</span></span> <!--EndFragment--></p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/02/07/contest-for-ieee-vr-conference-tickets/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Convenience Trade Off</title>
		<link>http://interactive.usc.edu/2012/02/07/the-convenience-trade-off/</link>
		<comments>http://interactive.usc.edu/2012/02/07/the-convenience-trade-off/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 19:09:53 +0000</pubDate>
		<dc:creator>Simon Wiscombe</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12869</guid>
		<description><![CDATA[[cross post from my blog] Not too long ago, a rumor hit Kotaku that the next Xbox may block the use...<br /><a class="more-link" href="http://interactive.usc.edu/2012/02/07/the-convenience-trade-off/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><em>[cross post from <a href="http://blog.simonwiscombe.com">my blog</a>]</em></p>
<p>Not too long ago, a rumor hit Kotaku that the next Xbox <a href="http://kotaku.com/5879202/sources-the-next-xbox-will-play-blu+ray-may-not-play-used-games-and-will-introduce-kinect-2">may block the use of used games</a>, and the internet immediately went into an uproar. While many screamed it protest, many others claimed that such a thing was inevitable due to digital distribution’s creeping domination of game sales. I’m not so convinced of this latter point, because, if the rumor is true, Microsoft would be wandering into the dangerous territory of property restriction of our physical items.</p>
<p><span id="more-12869"></span></p>
<p>I think the outrage stems more from an anger toward how companies deal with our ownership of physical items when they blend with intellectual property. This came up when I was <a title="Social Capital as Currency: An Experiment" href="http://blog.simonwiscombe.com/archives/74">brainstorming for a new form of currency</a>: it seemed that we were headed more toward an economic system that, as far as produced entertainment is concerned, is much more subscription-centric. It used to be that one could buy a game, play it, share/give it to a friend—in a way, as long as the original wasn’t duplicated and distributed for profit, we could do anything we wanted with the product we had purchased. The downsides, however, were apparent: I could only play the game if I had a physical copy of it. And we accept this tradeoff.</p>
<p>Digital distribution is changing this well-established paradigm. Unlike its physical counterpart, there is no way for me to both play a game and gift it later on Steam or XBLA. Symbolically speaking, I don’t own anything. Instead, I have given a one-time payment for a subscription to a specific license. But, again, we accept this tradeoff because of the convenience of [almost] anywhere-access and instant gratification digital distribution provides.</p>
<p>If the rumors are true, Microsoft is trying to impose the limitations of digital distribution on physical products. By doing so, they’d strip it of its benefits without giving it any more, all in the name of generating lost revenue due to used game sales. While Microsoft’s intention may have been profit-focused, they are unearthing a beast that maybe, <em>just maybe</em>, they should let lie.</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/02/07/the-convenience-trade-off/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Social Capital as Currency: An Experiment</title>
		<link>http://interactive.usc.edu/2012/01/27/social-capital-as-currency-an-experiment/</link>
		<comments>http://interactive.usc.edu/2012/01/27/social-capital-as-currency-an-experiment/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 22:50:52 +0000</pubDate>
		<dc:creator>Simon Wiscombe</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[542]]></category>
		<category><![CDATA[548]]></category>
		<category><![CDATA[bond]]></category>
		<category><![CDATA[bridge]]></category>
		<category><![CDATA[currency]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[social capital]]></category>
		<category><![CDATA[thesis prep]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12781</guid>
		<description><![CDATA[&#8220;What is more important than money?&#8221; is the question I found myself asking. This came after having put a considerable...<br /><a class="more-link" href="http://interactive.usc.edu/2012/01/27/social-capital-as-currency-an-experiment/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>&#8220;What is more important than money?&#8221; is the question I found myself asking. This came after having put a considerable effort into trying to fix what is currently broken with currency, only to accidentally reinvent it. To me, the problem with money came in trying to rework it in a system that was designed almost completely around it. In order to invent a truly new form of currency, it became imperative that one must rethink economic dynamics entirely, to the point of rethinking the need for the current form of economy. <em>Friendship </em>was the first word I wrote down, followed closely by <em>love</em>, <em>trust</em>, and <em>respect</em>. Social capital, as compared to economic capital, would dominate the rules of exchange and status.</p>
<p><span id="more-12781"></span><em>[ cross post from <a href="http://blog.simonwiscombe.com/?p=74">my personal blog</a> ]</em></p>
<p>I had the idea to split social capital into two different metrics: one that measured the breadth and one that measured the depth. This idea is generally supported by sociologists (see <a href="http://en.wikipedia.org/wiki/Social_capital#Evaluating_social_capital">here</a>), and their theory led to their respective names: Bridge and Bond.</p>
<p>The idea for my rethink of currency was simple. The world would be free of money, but people would still rely on each other for goods and services, and they would need a metric to evaluate the amount of trust and risk they would place by performing these acts for each other. Bridge would evaluate this breadth of the network, and is automatically assigned each time new people come into contact. Bond, however, is a limited resource that each person has to give. The amount of bond signifies many things in a relationship: 10,000 Bond could be love, 2,000 Bond could be friendship, and 5 Bond could be, &#8220;I appreciate the cat video you just uploaded to YouTube.&#8221; Bond could be positive or negative, and can be given and taken in any quantity at any point. Additionally, Bond would slowly return to the person who gave it over time, meaning that Bond would have to be maintained between persons. All of this information would be publicly viewable.</p>
<p>All implications aside, I was curious to see how, given Bond as a limited resource, people would react in this situation. I was slightly concerned about the societal implications, as it would require people to be completely forthcoming about their opinions of one another, but I didn&#8217;t want to jump to conclusions before it happened.</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/01/Photo-Jan-27-1-46-25-PM.jpg"><img class="alignright size-medium wp-image-12782" title="Bond Cards" src="http://interactive.usc.edu/wp-content/uploads/2012/01/Photo-Jan-27-1-46-25-PM-300x224.jpg" alt="" width="300" height="224" /></a></p>
<p>And this came my experiment. With the exception of one person, who was asked to step outside, everyone in Thesis Prep was given a stack of eight &#8220;Bond&#8221; cards. They were given a brief about what Bond meant in this new culture, and were instructed to hand out as many cards as they wanted to whomever. It should be noted that each person had 8 cards, but there were 13 people participating.</p>
<p>The person who was outside was given the brief, and then asked to choose 3 with whom they would do a favor or collaborate.</p>
<p>The results of the experiment were mixed. Predictably, a large number of Bond cards went to the professors in attendance, and they were a scattering of cards amongst the students of varying levels. The person who was absent for the exchange chose people with lots of cards and with few cards, the idea being that the person with fewer cards lacked meaningful connections and would be easier to gain favor with, whereby the people with lots of cards had much more power and would better serve their own want to gain status.</p>
<p>What was more interesting were the reactions of those participating: Mark Bolas exclaimed it was &#8220;dirty money&#8221;—by creating a token to represent what in this case was assumed to be respect, it became tainted. There was much talk about the idea that our public opinions with others being something that is played down in modern society, and by bringing it to the forefront, I was exposing feelings with which people weren&#8217;t ready to deal. In essence, it seemed that dramatically shifting things like respect and trust, which are normally very personal ideas, into the public light made people extremely uncomfortable.</p>
<p>There are some things I would change if I were to run the experiment again. I&#8217;d have everyone do the experiment twice: the first where they had more Bond than people, the second where they were limited. I&#8217;d also run it where giving is far more anonymous, so I could compare and contrast the emotions with public and private giving. Lastly, I&#8217;d try to do a better job at separating the ideas of money and Bond.</p>
<p>I do think currency in this form is a viable notion, but it would require a dramatic rethink of how culture and society is structured, especially in the west.</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/01/27/social-capital-as-currency-an-experiment/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IMD Forum for 2/1/12: Howard Marks</title>
		<link>http://interactive.usc.edu/2012/01/26/imd-forum-for-12512-howard-marks/</link>
		<comments>http://interactive.usc.edu/2012/01/26/imd-forum-for-12512-howard-marks/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 22:56:26 +0000</pubDate>
		<dc:creator>Scott Fisher</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Main]]></category>
		<category><![CDATA[511]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Events/Presentations]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12771</guid>
		<description><![CDATA[Speaker: Howard Marks Time:      Wednesday, February 1 , 6-8pm Location: USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122...<br /><a class="more-link" href="http://interactive.usc.edu/2012/01/26/imd-forum-for-12512-howard-marks/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/01/howard-marks1.jpg"><img class="alignnone size-full wp-image-12773" title="howard marks" src="http://interactive.usc.edu/wp-content/uploads/2012/01/howard-marks1.jpg" alt="" width="200" height="212" /></a></p>
<p><strong>Speaker:   Howard Marks<br />
<strong> Time:      Wednesday, February 1 , 6-8pm<br />
<strong> Location: USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122</strong></strong></strong></p>
<p><strong><strong> </strong></strong>Howard Marks is Co-Chair of <a href="http://www.startengine.com/">Start Engine</a> and CEO of Gamzee.  Howard is an incredibly  successful technology entrepreneur that has worked with a number of  companies specializing in the video game, online gaming, social gaming  and internet education industry. He is also working as the CEO of  Gamzee, a company he founded in April 2011 with the stated goal of  disrupting the gaming industry by making games that anyone can play  anywhere, anytime, and on any device.</p>
<p>In 2005, Howard founded Acclaim Games. After its acquisition by  Playdom, he became head of the Acclaim studio and Sr. VP, Strategic  Planning at Disney Interactive Media Group.</p>
<p>Howard got his start in 1983 while a student at the University of  Michigan.  In 1991 as a co-founder, member of the board of directors and  Executive Vice-President of Activision, Howard helped turn a brand that  was largely viewed as dead into the leading powerhouse of the video  game industry.</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/01/26/imd-forum-for-12512-howard-marks/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IMD Forum for 1/25/12: Munehiko Sato</title>
		<link>http://interactive.usc.edu/2012/01/24/imd-forum-for-12512-munehiko-sato/</link>
		<comments>http://interactive.usc.edu/2012/01/24/imd-forum-for-12512-munehiko-sato/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 16:33:06 +0000</pubDate>
		<dc:creator>Scott Fisher</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Main]]></category>
		<category><![CDATA[511]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[Events/Presentations]]></category>
		<category><![CDATA[Immersive Environments]]></category>
		<category><![CDATA[interactive art]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12751</guid>
		<description><![CDATA[&#160; Speaker:       Munehiko Sato Time:              Wednesday, January 25 , 6-8pm Location:       USC’s Robert Zemeckis Center for Digital...<br /><a class="more-link" href="http://interactive.usc.edu/2012/01/24/imd-forum-for-12512-munehiko-sato/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://interactive.usc.edu/wp-content/uploads/2012/01/sato-munehiko.jpg"><img class="alignnone size-medium wp-image-12755" title="sato munehiko" src="http://interactive.usc.edu/wp-content/uploads/2012/01/sato-munehiko-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>&nbsp;</p>
<p><strong>Speaker:       Munehiko Sato</strong><br />
<strong> Time:                         Wednesday, January 25 , 6-8pm<br />
Location:           USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122</strong></p>
<p>Munehiko Sato is a Lab Associate at the Interaction Group of <a href="http://www.disneyresearch.com/">Disney Research</a> Pittsburgh where he works on sensor related projects with <a href="http://ivanpoupyrev.com/">Dr. Ivan Poupyrev</a>. He is also a PhD candidate at the  <a href="http://www.cyber.t.u-tokyo.ac.jp/">Hirose-Tanikawa Laboratory (Cyber Interface Lab)</a> in the Department of Advanced Interdisciplinary Studies (AIS), Graduate School of Engineering, University of Tokyo.   His research interests include:  Human Computer Interaction, Embodied Interface, Real  World Interaction, Multi-modal Interaction/Interface, Augmented Human,  Ubiquitous Computing, Virtual Reality, Augmented Reality, Entertainment  Computing, and Wearable Computing.</p>
<p>Munehiko will discuss his  ‘<a href="http://www.satomunehiko.com/works/constellation-of-departure/" target="_blank">Constellation of Departure</a>’ installation at Haneda Airport in Tokyo ( <a href="http://interactive.usc.edu/2011/06/11/constellation-of-departure/">recently  posted on the IMD blog</a> ) and also present some of the projects from the Disney Research Lab.</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/01/24/imd-forum-for-12512-munehiko-sato/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IMD Council Meeting TONIGHT 1/18 @ 5:15 p.m. in the YML</title>
		<link>http://interactive.usc.edu/2012/01/18/imd-council-meeting-tonight-118-515-p-m/</link>
		<comments>http://interactive.usc.edu/2012/01/18/imd-council-meeting-tonight-118-515-p-m/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 22:35:41 +0000</pubDate>
		<dc:creator>Juli Griffo</dc:creator>
				<category><![CDATA[Main]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12747</guid>
		<description><![CDATA[Please join us for our first IMD Council meeting of the semester. Agenda can be found here. We&#8217;ll be talking...<br /><a class="more-link" href="http://interactive.usc.edu/2012/01/18/imd-council-meeting-tonight-118-515-p-m/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>Please join us for our first IMD Council meeting of the semester.</p>
<p>Agenda can be found <a href="https://docs.google.com/viewer?a=v&#038;pid=sites&#038;srcid=ZGVmYXVsdGRvbWFpbnxpbWRzdHVkZW50Y291bmNpbHxneDo0OWIzZjU4NzQ1ZmNjZmE0">here</a>.</p>
<p>We&#8217;ll be talking about our election plans for next year and a potential Studio Day event modeled after the Animation department&#8217;s hugely successful &#8220;Studio Day&#8221; from last year.</p>
<p>There will be food served, so feel free to stop by before seminar and have some dinner!</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/01/18/imd-council-meeting-tonight-118-515-p-m/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Class Readings</title>
		<link>http://interactive.usc.edu/2012/01/18/class-readings-4/</link>
		<comments>http://interactive.usc.edu/2012/01/18/class-readings-4/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 18:24:05 +0000</pubDate>
		<dc:creator>Andreas Kratky</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[501]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=12744</guid>
		<description><![CDATA[Reading Assignment Week 2: For week two please prepare the following excerpt of the first chapter of Mary Ann Doane:...<br /><a class="more-link" href="http://interactive.usc.edu/2012/01/18/class-readings-4/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><strong>Reading Assignment Week 2:</strong></p>
<p>For week two please prepare the following excerpt of the first chapter of Mary Ann Doane: <em>The Emergence of Cinematic Time</em>.</p>
<p>You can download the reading materials here: <a href="http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Representability_Time.pdf">The Representability of Time</a></p>
<p>&nbsp;</p>
<p><strong>Reading Assignment Week 3:</strong></p>
<p>For the third week please prepare the following essay by Henry Jenkins: <em>Game Design as Narrative Architecture</em>.</p>
<p>You can download the reading materials here: <a href="http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Jenkins_Narrative_Architecture.pdf">Game Design as Narrative Architecture</a></p>
<p>&nbsp;</p>
<p><strong>Reading Assignment Week 4:</strong></p>
<p>For week four please prepare an excerpt from Gene Youngblood: <em>Expanded Cinema</em>.</p>
<p>You can download the reading materials here: <a href="http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Expanded_Cinema.pdf">The Aesthetic Machine, Computer Films</a></p>
<p>&nbsp;</p>
<p><strong>Reading Assignment Week 5:</strong></p>
<p>For week five please prepare the following essay by Gonzalo Frasca: <em>Simulation versus Narrative</em>.</p>
<p>You can download the reading materials here: <a href="http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Simulation_vs_Narrative.pdf">Simulation versus Narrative</a></p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://interactive.usc.edu/2012/01/18/class-readings-4/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

