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November 29, 2005

Thursday@IML: Brett Steele on Networked Pedagogy

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Who: Brett Steele
When: Thursday, 1 December, 4pm
Where: Institute for Multimedia Literacy

On behalf of Kazys Varnelis and the Networked Publics working group at the Annenberg Center for Communication, faculty and graduate students are invited to attend a presentation by Brett Steele, the Director of London's Architectural Association School of Architecture on the methods of networked pedagogy that the AA is employing.

The presentation will take place at 4pm on Thursday, 1 December, in the second floor conference room of the Institute for Multimedia Literacy, 746 West Adams Boulevard. Directions are available at here.

Make sure you read the street signs carefully prior to parking, as at 4pm parking is permitted on only a section of Adams.

November 20, 2005

Hunter/Gatherer minutes 1

On Tuesday Nov 14th, Perry, Anthony, Mike B. and Marc met for first of a weekly set of meeting and discussed the Hunter/Gatherer project in detail (others having helped with this project include Brad and Paul).

Experience
Perry discussed his interest in working on making something compelling rather than just something technically challenging. There was discussion of how to make the game's content more artistic. Building on the animal metaphor the meeting started with the idea of trying to reproduce the perception of a mouse for example (creating poor vision)

The Gatherer

Working with visual AR HMD's
Mike expressed his interest in working on an AR game with HMD. he particularly liked the idea of looking up to see the bird attacking. We discussed the division's long-standing interest in this area (Perry, Scott and Mark in particular) and how a collaboration with Adrian's group would allow for us to potentially explore new ground here. Perry mentioned however, that the current nature of the game did not lend itself well to using AR HMDs. In other words, seeing the bird attacking would be very hard to pull off.

We discussed how another project would perhaps be better suited to working with an AR HMD such as a strolling game based on a highly rendered version of campus (here the notion of modeling USC as an Arcadian ruin was mentioned).

Marc expressed his concern in working with a dorky-looking HMD interface which was why he wanted to disguise the Gatherer's interface in a plush bunny costume. At this point an alternative notion of working with Julian's tablet PC was brought up. Used for VisaVie games, the tablet PC features 6 degrees of freedom tracker combined with GPS would be a less obnoxious interface.

Book interface:
Perry proposed an interface for the Gatherer in which s/he might walk around reading a book about the campus (with elabourate rendered images from the aforementioned Arcadian ruins of the campus). Wis both perry and then later with Julian Marc discussed using the tablet PC with the 6 degrees tracker to create an experience where the Gatherer would read a book when the tablet where facing down, and see a rendered co-registered world when he where holding it up (like a magic looking glass).

Using spatialized sound
Perry discussed how sound was hard for people to interpret without visual cues, and thus working with spatialized sound might pose a real challenge in terms of the Gatherer accurately positioning the Hunter.


The Hunter

Wind current effects.
Perry pointed out that Brad had noted that there was not enough of a challenge for the Hunter, so he suggested a version of the Hunter experience where the bird could be caught in wind currents, making it more difficult to find the Gatherer.

Flying interface
Kelly told me that Mark Bolas's thesis was about making a flying interface in VR, this could be useful.

Hunter/Gatherer design document

Design Document

Hunter/Gatherer is an proposal for a collaboration between the IMD and Adrian Cheok's Mixed Reality Lab in Singapore to develop a set of technology and a platform for mixed reality gaming. Hunter/Gatherer itself is a particular application of said techno-platform in which game-play is modeled on an ecological scenario.

Overview
In essence, Hunter/Gatherer is a wireless game in which players take the point of view of two animals: a mouse (the gatherer) and a bird (the hunter). The primary purpose of the game is to function as a publicly accessible, dynamic gaming environment for children and adults to learn about about ecology and biology.

Hunter Experience: (USC)

Hunter/Gatherer also seeks to develop a sophisticated VR haptic interface specifically designed for a CAVE-type interface. This component of the project, seeks to create a haptic interface through which the hawk character interfaces with the Hunter/Gatherer game. Using the Immersive Lab's CAVE interface a player could then fly-over geo-rectified LYDAR model of campus (utilized by the Chojo project) in the role of the airborne predator. The immersive lab at USC will develop the flight interface together with mentorship by Professors Perry Hoberman and Mark Bolas (as part of a study in interfacing with the "Cloud game" currently being developed in the department).

The Gatherer Experience (MRL):

The Gatherer aspect of the game will be developed in collaboration with researchers from Adrian Cheok's Mixed Reality Lab in Singapore. From the Gatherer's point of view, the game is presented in the form of a meta narrative about the animal gathering food and construction materials, in order to build its nest, and avoid predation.

Spatialized Sound:
Since mice are primarily accoustically attuned, the Gatherer's experience relies heavily on the use spatialized to augment the outdoor world through a location-aware acoustic device (by which the mouse hears the location of the virtual bird in the sky above). As a general rule, the gaming experience should be as unobtrusive as possible. The Gatherer's technology is thus hidden in a a plush "animal hat" which incorporates a portable computer, earphones, a gps chipset, binaural microphones, a high-speed network card (preferably using the GPRS cell network), and an orientation tracker for (rho, gamma, theta) for which Prof Cheok suggests the InertiaCube http://www.intersense.com/products/prec/ic2/index.htm of which he has several in his lab that were used for projects such as Human Pacman.

Location-based narrative (IMD + MRL)
As another element of the game the project is discussing using tablet PC's (equipped with the same relative and absolute location-awareness to locate data on campus for the Gatherer to collect. With one of these tablet PCs, the players would be able to then "gather" information that has been location-encoded to specific locations around campus. The Gatherer seeks artifacts that would represent a native animal's food and building materials. Said artifacts are described on a wireless handheld device through text and image. When a player has successfully identified a given artifact (s)he collects a virtual avatar of the object (leaving real-world artifacts untouched). An appropriate collection of avatars contributes to a player's success in the game. Under the mentorship of Prof Julian Bleecker the interface display on the tablet would be designed to change according to orientation from a map view when held horizonally to an "augmented reality" screenshot of the players relative location on the VR model, when held vertically. Prof Bleecker has been working on such a display for his Visa Vie game which has an integrated accelerometer which tracks 6 degrees of movement ED is this redundant if we have good GPS?.

A Seamfull Game
In addition to simply gathering food, players must avoid predation by virtual predators that are connected to a player via her sensor output --when a player connects to GPS (s)he becomes visible to an airborne predator and when a player stays for long enough in a single location, (s)he leaves biometric data (a pellet) that can be sniffed by a ground predator. While GPS works very well at sea or on the open road, it could be unreliable on campus. Using a tiny receiver chip to listen for GPS satellites, the mobile client device attempts to communicate a player's location to the database. When a clear satellite fix can not be established, the player's exact location becomes increasingly uncertain. One of the greatest frustration for locative applications has thus been in the fact that GPS only functions well when there is a clear view of the sky. Similar to Chalmers' "Seamful Game" http://www.seamful.com/, Hunter Gather however builds this weakness into the game's strategy. Unlike other location-aware games the strategy for the player does not, in fact, want her location to be accurately transmitted to the database, as this makes her visible to the games virtual predators. Players thus prefer to stay sheltered from the sky. Sometimes, however, the game requires for the players to emerge from the forest, in order, for example, to collect some specific artifact.

D-GPS.
In collaboration with the MRL, the project also looks to experiment with errecting psuedolites on campus to create a dramtically improved locatione awareness through what is refered to as differential-GPS.

November 6, 2005

Networked Publics' Chris Anderson Lecture

The Longer Tail, a talk by: Chris Anderson, Editor-in-Chief, Wired Magazine

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DATE: Wednesday, Nov. 9
TIME: 2:30 – 4:00pm
PLACE: Annenberg Center for Communication 734 W. Adams Blvd. (between Hoover and Figueroa)

"The theory of the Long Tail is that our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve and toward a huge number of niches in the tail. As the costs of production and distribution fall, especially online, there is now less need to lump products and consumers into one-size-fits-all containers. In an era without the constraints of physical shelf space and other bottlenecks of distribution, narrowly-target goods and services can be as economically attractive as mainstream fare."

Notes on the Long Tail from http://www.thelongtail.com/about.html

Any questions, please email: jhanley AT annenberg DOT edu

Bio:

Chris Anderson is Editor-in-Chief of Wired magazine, a position he took in 2001. Since then he has led the magazine to four National Magazine Award nominations, winning the prestigious top prize for General Excellence in 2005, a year in which he was also named Editor of the Year by AdAge magazine. He is the author of the forthcoming book, The Long Tail, which was based on an influential 2004 article published in Wired ( http://www.wired.com/wired/archive/12.10/tail.html ) and runs a blog on the subject at http://www.thelongtail.com.

Previously, he was at The Economist, where he served as U.S. Business Editor, Asia Business Editor (based in Hong Kong); and Technology Editor. He started The Economist’s Internet coverage in 1994 and directed its initial web strategy. Mr. Anderson's media career began at the two premier science journals, Nature and Science, where he served in several editorial capacities. Prior to that he worked as a researcher at Los Alamos National Laboratory’s meson physics facility and served as research assistant to the Chief Scientist of the Department of Transportation. He holds a Bachelor of Science degree in Physics from George Washington University and studied Quantum Mechanics and Science Journalism at the University of California at Berkeley.

Anderson is an officer of the Young Presidents’ Association and a regular speaker and participant at the World Economic Forum in Davos, Switzerland.

Notes on the Long Tail from http://www.thelongtail.com/about.html

The theory of the Long Tail is that our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve and toward a huge number of niches in the tail. As the costs of production and distribution fall, especially online, there is now less need to lump products and consumers into one-size-fits-all containers. In an era without the constraints of physical shelf space and other bottlenecks of distribution, narrowly-target goods and services can be as economically attractive as mainstream fare.

One example of this is the theory's prediction that demand for products not available in traditional bricks and mortar stores is potentially as big as for those that are. But the same is true for video not available on broadcast TV on any given day, and songs not played on radio. In other words, the potential aggregate size of the many small markets in goods that don't individually sell well enough for traditional retail and broadcast distribution may rival that of the existing large market in goods that do cross that economic bar.

anatomy_of_long_tail_2.jpg

The term refers specifically to the yellow part of the sales chart at upper left, which shows a standard demand curve that could apply to any industry, from entertainment to hard goods. The vertical axis is sales; the horizontal is products. The red part of the curve is the hits, which have dominated our markets and culture for most of the last century. The yellow part is the non-hits, or niches, which is where the new growth is coming from now and in the future.

Traditional retail economics dictate that stores only stock the likely hits, because shelf space is expensive. But online retailers (from Amazon to iTunes) can stock virtually everything, and the number of available niche products outnumber the hits by several orders of magnitude. Those millions of niches are the Long Tail, which had been largely neglected until recently in favor of the Short Head of hits.

When consumers are offered infinite choice, the true shape of demand is revealed. And it turns out to be less hit-centric than we thought. People gravitate towards niches because they satisfy narrow interests better, and in one aspect of our life or another we all have some narrow interest (whether we think of it that way or not).

Our research project has attempted to quantify the Long Tail in three ways, comparing data from online and offline retailers in music, movies, and books.

1) What's the size of the Long Tail (defined as inventory typically not available offline)?
2) How does the availability of so many niche products change the shape of demand? Does it shift it away from hits?
3) What tools and techniques drive that shift, and which are most effective?

The Long Tail article (and the forthcoming book) is about the big-picture consequence of this: how our economy and culture is shifting from mass markets to million of niches. It chronicles the effect of the technologies that have made it easier for consumers to find and buy niche products, thanks to the "infinite shelf-space effect"--the new distribution mechanisms, from digital downloading to peer-to-peer markets, that break through the bottlenecks of broadcast and traditional bricks and mortar retail.