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   <channel>
      <title>Nahil Sharkasi</title>
      <link>http://interactive.usc.edu/members/nsharkasi/</link>
      <description></description>
      <language>en</language>
      <copyright>Copyright 2008</copyright>
      <lastBuildDate>Wed, 08 Oct 2008 14:52:19 -0800</lastBuildDate>
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      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>SEE Toys</title>
         <description><![CDATA[<img alt="seetoy.jpg" src="http://interactive.usc.edu/members/nsharkasi/seetoy.jpg" width="500" height="333" />

SEE Toys are environmentally safe electronic toys that never need batteries.  They're powered by a hand crank that generates light and sound.  With nearly all the best-selling toys running on batteries or an electrical outlet, it's worth noting that SEE Toys are one of the only kid-powered electronic toys available.   

<a href="http://www.seetoys.com/">SEE Toys</a>]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/see_toys.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/see_toys.html</guid>
        
        
         <pubDate>Wed, 08 Oct 2008 14:52:19 -0800</pubDate>
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            <item>
         <title>Assignment #7</title>
         <description>1. Circulation - 
The higher up you are in the building the more open your field of view is.  The lowe floors, street/sea level are quite dark with tall visual boundaries and a definite sense of constriction, in the top floors, however there is access to open views and more a sense of freedom

Entrance to the islands is highly regulated by tolls.  The tolls are meant to be prohibitively expensive for those who don’t ‘belong’ there – the idea taken from the $50 toll bridge to Burj Alarab hotel in Dubai.  Those who work in the islands are encouraged to live onsite rather than commute.  Their lives are rather like the crews of a cruise ship.  Their entrances and exits to the building are different from those of the Residents and Guests.  The lowest floor of the building, known as the docks is where residents keep their boats, though those in the penthouse are increasingly using the roof heliport as an exit.

As I’ve mentioned, the main artery of a vertically oriented space is the elevator.  The elevators go directly from the docks to the top floor then drop off the other residents on the way down.  Service elevators keep staff separate from Residents and Guests.

2. Laws

National Laws:
•	The 28th Amendment – defines marriage as a bond between a biological XY Male and a biological XX Female
•	The 29th Amendment – life begins at conception of egg and sperm
•	Tax cuts for Motherhood

Local Laws
•	You must pay $60 to enter the Islands
•	You must separate trash into compostable and recyclable items
•	Non-compostable or recyclable items are prohibited from sale
•	Tax on imported, and non-sustainable food

Social Code
•	Don’t take the elevator if you’re on floors 1 – 10
•	You need to make at least a million dollars a year to live in the top five floors
•	Don’t engage in a relationship (sexual, business, platonic, or romantic) without establishing clear roles and boundaries first


3. Blank Space
The lower floors are a blank space for the Residents on the top floors.  Similarly, the top floors are a blank space for the bottom dwellers that don’t have clear reason to venture up.  The rest of the country (red states, fly over country) is a blank space.  The average city resident knows more about Morocco than Minnesota.  
</description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/assignment_7.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/assignment_7.html</guid>
        
        
         <pubDate>Tue, 07 Oct 2008 19:57:30 -0800</pubDate>
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            <item>
         <title>Amazing Architecture from 5D</title>
         <description><![CDATA[It was mentioned at this weekend's 5D Conference that Architecture, of all art and design disciplines, has always been the farthest ahead of the curve.    It be because of the nature of architecture, it might be because the scope and scale of architecture projects, or building a building, are so large that architects have to think so far ahead in order for the work to still feel modern by the time it's built.  The point was made as a matter-of-fact, and after seeing these examples it's hard to disagree.

<a href="http://www.evandouglis.com/">Evan Douglis</a>
<a href="http://www.moma.org/exhibitions/exhibitions.php?id=5632">Design and the Elastic Mind, MOMA</a>
<a href="http://www.imaginaryforces.com/featured/3/435#still_1">Greg Lynn, New City</a>
]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/amazing_architecture_from_5d.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/amazing_architecture_from_5d.html</guid>
        
        
         <pubDate>Mon, 06 Oct 2008 14:41:28 -0800</pubDate>
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            <item>
         <title>Real for Real?</title>
         <description><![CDATA[<img alt="RealDolls.jpg" src="http://interactive.usc.edu/members/nsharkasi/RealDolls.jpg" width="320" height="240" />

<img alt="realbaby.jpg" src="http://interactive.usc.edu/members/nsharkasi/realbaby.jpg" width="300" height="175" />

With all our talk about photo real rendering, and the uncanny valley we seem to have missed this bizzare manifestation of our cultural desires for "real fakes."  Real Dolls and now, Real Babies are a growing phenomena.  They are inanimate, but extremely life-like figures of grown women and babies that people buy to, essentially, take the place of a real person in their life.  Men describe having very real emotional relationships to the dolls, and women describe experiencing the same emotional attachment to the babies.

The question we need to deal with is not <em>how</em> to creat "real" renderings of people and places for our entertainment media, but what happens when we do?  Seemingly sane, normal people are leaving the tv on for the roomba, and let Pleo tug at their heartstrings, but what happens when these smart toys take on a human shape?

<a href="http://www.bbcamerica.com/content/245/index.jsp">http://www.bbcamerica.com/content/245/index.jsp</a>

<a href="http://www.msnbc.msn.com/id/26970782/">http://www.msnbc.msn.com/id/26970782/</a>]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/real_for_real.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/real_for_real.html</guid>
        
        
         <pubDate>Mon, 06 Oct 2008 11:09:36 -0800</pubDate>
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            <item>
         <title>Spykee: The Robot&apos;s Robot</title>
         <description><![CDATA[<img alt="Spykee.jpg" src="http://interactive.usc.edu/members/nsharkasi/Spykee.jpg" width="225" height="300" />

Spykee is a toy spy robot built for surveillance.  He wanders around recording photos and video to report back to its owner.  Notice Spykee Miss, in pink, has different capabilities than the other Spykees.

<a href="http://www.spykee.org/">http://www.spykee.org/</a>]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/spykee_the_robots_robot.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/spykee_the_robots_robot.html</guid>
        
        
         <pubDate>Mon, 06 Oct 2008 11:01:21 -0800</pubDate>
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            <item>
         <title>Email is for liars</title>
         <description><![CDATA[We've all suspected this, but now there's proof!  Rutgers and DePaul Universities conducted a study on what people say, or rather what people are willing to say in email rather than in handwriting.  In their experiment, they concluded people lied more than 92% of the time.

<a href="http://well.blogs.nytimes.com/2008/10/02/emails-and-lies/">Well: E-Mails and Lies, The New York Times</a>

<a href="http://www.bbc.co.uk/worldservice/">E-mail: To Lie or Not To Lie, BBC World Service</a>]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/10/email_is_for_liars.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/10/email_is_for_liars.html</guid>
        
        
         <pubDate>Fri, 03 Oct 2008 00:54:02 -0800</pubDate>
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            <item>
         <title>Assignment #6</title>
         <description><![CDATA[The overall plan is to have a "News" style website with 5 section pages.  On each there will be articles or advertising that link appropriately to other areas that model specific 'set pieces' of the world.

For example, on the main News page there will be an advertisement for the re-branding of the city and the development of new water-front property into self-sufficient, mixed use, residential/comercial spaces.  The link from the banner add on the website will take you to either a 3D model or 'virtual tour' of the building and the model home.

Also, an "About Us" page will contain any addition documentation or research.

The Schedule:

Website containing the following pages, each with articles, news ticker, advertising and polls
•	News
•	Health
•	Money
•	Lifestyle
•	Classified

Models of 
•	The Building
•	Model Unit/The Penthouse
•	The Clinic
•	The Dock

Oct 5 – All research complete, all articles found and All written content complete
•	Fictionalized articles
•	Characters
•	Scripted interactions 
•	Descriptions of key set pieces
Oct 12 – Draft structure  and layout of website Complete
Oct19 – Drafts of set pieces complete
•	Draft 3D model of or “virtual tour” of building
•	2D Floorplan of key set pieces

Oct 26 – ATLAS DRAFT DUE


I really like the visual style of the recent redesign of Interview Magazine, so I would like to emulate that in the website/Atlas.  I particularly like the use of black&white photos washed with these vivid swaths of color.  Also the serif font gives it both a classical and modern feel.  See Images, fonts and color palette below:

<img alt="interviewmag1.jpg" src="http://interactive.usc.edu/members/nsharkasi/interviewmag1.jpg" width="218" height="310" />

<img alt="interviewmag2.jpg" src="http://interactive.usc.edu/members/nsharkasi/interviewmag2.jpg" width="320" height="394" />

<img alt="2010fonts.jpg" src="http://interactive.usc.edu/members/nsharkasi/2010fonts.jpg" width="279" height="372" />

<img alt="colorpalette.jpg" src="http://interactive.usc.edu/members/nsharkasi/colorpalette.jpg" width="400" height="72" />

]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/09/assignment_6.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/09/assignment_6.html</guid>
        
        
         <pubDate>Tue, 30 Sep 2008 23:26:24 -0800</pubDate>
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            <item>
         <title>Assignment #5 &amp; &quot;How Americans See the World&quot;</title>
         <description><![CDATA[CTIN 532

First, Assignment #5 -- 

1) Experience Goals:
To have viewers face the pressing moral and ethical questions of our age.  Viewers will explore emotionally provocative situations and environments, where they can project themselves into the ‘decision makers’s’ position.

An ensemble narrative will be embedded in the 'world' environment.  The relationships between the various inhabitants of one high rise building will express and enact the moral dilemmas we’re dealing with.  

Viewers will assume a “fly on the wall” voyeuristic position, with the ability to witness scenes between characters happening in the environment, as well as explore the environment itself and discover more about the world and the characters.

2) Atlas/Table of Contents

The Atlas to this world will be in the mode of a website for a tabloid newspaper (a la New York Post) with articles, art, and advertisements.  Sections as follows:

I. Persistent news ticker
II. NEWS, Local
     a. Crime
     b. Renewable Energy
     c. Biometric ids
     d. Terrorism & Security
     e. Rich get Richer
III. NEWS, foreign
     a. Includes the rest of the country + other 
     b. President Sarah Palin
     c. Hurricanes, tornados, floods, and fires
     d. Poor Get Poorer
IV. BUSINESS
     a. Privatization of necessary public infrastructure (hospitals, schools, roads, parks, etc…)
     b. Government intervention of Big Business
V. HEALTH
     a. Technologies that cause cancer & other problems
     b. Fertility rates
     c. GM Food
VI. LIFESTYLE
     a. Pets: the new babies
     b. Local: the new import
     c. Single:  the new married
VII. OPINION
     a. Blogs from residents of the building
VIII. SPORTS
     a. Cheetah Legs
     b. Doping
     c. Selective genetics for athletes
IX. CLASSIFIED
     a. Seeking donor sperm/eggs
     b. Seeking partners
X. ENTERTAINMENT
     a. Sex, sex, sex
     b. Gladiator’s Arena: Dr. Phil, Springer, Montel, etc…
     c. Violence, snuff
XI. ADVERTISING
     a. Pharmaceuticals – Antidepressants, Viagra
     b. Sex Commerce
     c. New New York re-branding campaign puts a positive spin on Climate change and 

Assets to produce:
Map of the island/islands
Elevation scheme
3D Model highlighting set pieces where principle character interaction will take place
Characters  (settings and moral conflicts for each)
Content for the news site/atlas


3) Other Observations -- 

Speaking of maps, I love this image of "How Americans See The World"

<img alt="americanworld.jpg" src="http://interactive.usc.edu/members/nsharkasi/americanworld.jpg" width="870" height="450" />

It might seem trite, but check out this TED video of Alisa Miller visually illustrating how much information Americans get about the rest of the world through the news media.  Disappointing but informative... 

<a href="http://www.ted.com/index.php/talks/alisa_miller_shares_the_news_about_the_news.html">http://www.ted.com/index.php/talks/alisa_miller_shares_the_news_about_the_news.html</a>]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/09/assignment_5_how_americans_see.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/09/assignment_5_how_americans_see.html</guid>
        
        
         <pubDate>Tue, 23 Sep 2008 23:41:07 -0800</pubDate>
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         <title>The Vertical Axis</title>
         <description><![CDATA[The Vertical Axis

<img alt="nyunderwater.jpg" src="http://interactive.usc.edu/members/nsharkasi/nyunderwater.jpg" width="500" height="310" />


As the global warming persists, and ice caps melt, and water levels rise around the world, scientists project the shape of our borders and coastlines will shift dramatically.  A favorite anecdote I’ve heard is that water levels will rise in lower Manhattan, burying the site where the World Trade Center stood.  I found this image of Manhattan underwater and was struck at how serene and alluring it was.  I’ve decided to incorporate this idea into my world.

Water levels have risen, perhaps not as much as in the photo, but enough to make descending from the high rises to sea level prohibitive, or at least a major hassle.  Interestingly enough the water hasn’t made Manhattan any less desirable, in fact people are excited about having more water-front property, and less traffic noise.  The mayor has launched a world wide media campaign painting the city as Venice for the 21st century, the center of art, business and science.  Tourism campaigns pit the new Manhattan against the world, palm, and script islands of the Arabian Gulf, not failing to mention that the ‘new islands of Manhattan’ were created naturally, unlike those garish islands in the Emirates (The city locked in a heated rivalry with Dubai).

As the city is now surrounded by even more water, ‘outsiders’ have to use bridges or boats to get in.  The cost of crossing is pretty high, and set specifically to prohibit those who can’t afford it from entering.

Now that the streets have turned to canals, people tend to stay in their buildings. “Work” is a state of mind in the new Manhattan, it is ubiquitous, not a place that needs to be traveled to.  Everyone telecommutes, and therefore is pretty much working all the time.  High Rises have become increasingly mixed purposed (business, residential, entertainment) to accommodate.  This is reflected in present day architecture and city planning – from mixed use complexes like “The Americana at Brand” and McMansions with home offices, home gyms, bowling alleys, movie theaters, etc....


<img alt="2010buildingmap.jpg" src="http://interactive.usc.edu/members/nsharkasi/2010buildingmap.jpg" width="500" height="350" />


The higher up, the more prestigious, the more expensive.  Rooftops are social spaces, the top floors are residential, the middle floors are commercial, and the lower floors are utility, storage, and housing for service workers.

Because of the new vertical orientation of society, elevators have been reprogrammed to jet straight to the top floors first, then drop everyone else off on the way down.  This way the top floor-dwellers who pay the highest rent have the shortest commute, and people who live on the lower floors will be prohibited from taking the elevator because of the long wait.

**ps Movable Type isn't letting me upload another file.  I'll post the map in the morning.
]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/09/the_vertical_axis.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/09/the_vertical_axis.html</guid>
        
                  <category domain="http://www.sixapart.com/ns/types#tag">Vertical Cities</category>
        
         <pubDate>Wed, 17 Sep 2008 01:24:59 -0800</pubDate>
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            <item>
         <title>2010</title>
         <description>World Declaration for CTIN 532
&quot;2010&quot;

It seems that science and technology has advanced to a point beyond what our current social and moral frame work can deal with.  We see the disintegration of the family, genetically and chemically corrupted materials surround us, and our destination-obsession with “the American Dream” leaves us perpetually unfulfilled.  

The broad intention of this world is to envision existing technologies as the manifestation of a Sci-Fi dystopian future as described by Aldus Huxley, Marge Percy, Margaret Atwood, with particular emphasis on basic human needs and interactions – sex, love, family, motherhood.  In other words, we’ve arrived at the future, now what?  This interactive narrative will be a work of satire/social commentary meets Science Fiction/Fantasy in the vein of Johnathan Swift and the above mentioned authors.

The center of the “2010” world is the place many today view as the bonifide center of the world – Manhattan.  This isolated island seems to function under it’s own rules that have developed by the nature of the people who live there.  The “2010” Manhattan is a seat of wealth, power, and status.  So many people have come to Manhattan to follow their dreams, that they’ve forced the cost of living to astronomical levels, forcing anyone earning below a six figure salary off the island.  The result is a wealthy, but homogenous society, and increasing commercialization and privatization of public resources.  The island is driven by money, greed, status.

Beyond the shores of the island of Manhattan lie a few other small islands, and the rest of the mainland USA.  There is little regard for the inhabitants of these distant lands, referred pejoratively as Bridge and Tunnel people.  The bridge and tunnel people still live by traditional rules, they have quaint manners, and subscribe to traditional familial and gender roles.

The island is oriented along three axis: North/South, East/West, and elevation.  Where the North/South (Upper, Lower) and East/West were the primary axis delineating wealth and class in the 20th century, Elevation is the primary axis of status in 2010.  The higher floor you live on, the better.  You might over hear people saying things like “I don’t stop below floor 20 after dark.”

 2010 will be a solitary experience designed to give viewers a space to reflect on and consider the underlying moral questions the 21st century world.
</description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/09/2010.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/09/2010.html</guid>
        
        
         <pubDate>Wed, 10 Sep 2008 13:41:08 -0800</pubDate>
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            <item>
         <title>Analysis of things I carry with me</title>
         <description>Analysis of things I carry with me

for CTIN 532

•	Appearance – 23 items of clothing, make up, accessories.  4 kinds of lipstick, gloss, balm, etc.  3 perfumes, 2 scented lotions.  Might need to change or refresh appearance throughout the day.  Indicates that society has standards and expectations for ornamentation and appearance.

•	Just in case items – band-aids, shout wipes, pain killers, tampons, etc…. it’s necessary to carry things that there is only a slim likelihood that we’ll need or use.  This indicates that there are certain minor dangers in our environment that might be harmful, and these items offer protection and remedy.

•	Money – the wallet is full of club cards, items with little to no utility or purpose.  They serve as a reminder of where to spend money.  I also carry 5 different kinds of money (cash, credit, debit, etc..), as there are many opportunities to spend money, and each may accept only certain kinds of currency.

•	Supplemental memory – laptop, iphone, USB drive, business cards, journal all store information that we might need to recall at any point in the day.  

•	Weather – glasses, sunglasses, cleaning kit, sweater.  We need light protection from the elements.  These items are more about comfort than about protection from danger, Although the sunglasses protect from harmful UVA/UVB rays.

•	Sustenance – tea in travel mug, granola bar, gum.  We are mobile creatures and carry food with us.  There might not be places or opportunities to stop and eat.

•	Variety – there are at least two of every kind of thing, signifying a glut of choices and things; also 2 kinds of id, 5+ kinds of money may signify a lack of security or confidence in our society.  When we&apos;re asked to identify ourselves, we&apos;re often asked for 2 forms of id.  We carry extras in anticipation that things might not work.

•	Garbage – Almost every item, or daily transaction has a disposable element that generates waste – chewing gum, food wrappers, receipts, parking tickets, disposable containers, etc.  There is an overwhelming amount of disposable waste in our daily lives.  It’s only appropriate to dispose of these things in designated trash or recycling bins, which is not always convenient.  Hence, this garbage ends up in my bag.

</description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/09/analysis_of_things_i_carry_wit.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/09/analysis_of_things_i_carry_wit.html</guid>
        
        
         <pubDate>Tue, 02 Sep 2008 23:23:07 -0800</pubDate>
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         <title>Interactive Documentaries</title>
         <description>I&apos;ve been working on two interactive documentary projects this semester.

One is on the Umma Community Clinic in south Los Angeles.  This is a free clinic started by a group of Muslim medical students after the 1992 riots.  I used the Korsakow system to put it together.  Video clips and short scenes are linked together both thematically and by character, so that the viewer can navigate the story by following a character or following a topic, or both.

The other is about my family&apos;s recent trip to Libya.  Since this is a personal story, I&apos;m designing it as more of a guided experience than the korsakow project, which I found really lent itself to more objective, informational work.</description>
         <link>http://interactive.usc.edu/members/nsharkasi/2008/04/interactive_documentaries.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2008/04/interactive_documentaries.html</guid>
        
        
         <pubDate>Wed, 23 Apr 2008 18:24:06 -0800</pubDate>
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         <title>The Blubberbot</title>
         <description><![CDATA[<img alt="Photo%2048.jpg" src="http://interactive.usc.edu/members/nsharkasi/Photo%2048.jpg" width="640" height="480" />

(...aka Squid-bot, Squid-goat, Trick-or-traitor)

We built this robot blimp for CTIN534 class.  Here's a summary of our experience and some challenges we faced.  For more info and documentations, check team members' blogs:

Ala' Diab 
Lulu Cao
Taiyoung Ryu

The first set of challenges we faced were in dealing with assembling the electronics.  This was the first time any of us had touched a soldering iron, and I have to say we did a decent job under the circumstances.  The next challence was in dealing with such small delicate parts -- the wires were so thin, that in trying to strip them, I often ended up severing the actual wire before getting through the plastic sheath.  

Once all the electronics were built and assembled, the next challenge came in testing the systems.  This was a challenge mainly because we didn't know how the bot was really supposed to react.  Our understanding was that it was supposed to be somewhat unpredictable, and animal-like, so we weren't sure if the reactions we got were truely intended.  We could, however, verify thatall the sensors were recieving input, and all the output devices worked.  If something went wrong in the connection between input and output, we couldn't tell.

For anyone else who wants to build a Blubberbot, here are some tips from our experience -- 

1. Prioritize - assembling the PCB is by far the most time consuming task.  All the other components can be built independently.
2. Use the correct tools -- wire strippers might seem like an unnecessary luxury, but you'll need them.  Make sure they'll work for this thin guage wire.  Also a small tipped soldering iron will work best.
3. When filling the envelope, fill it almost completely with helium.  The directions say to fill it half way with helium and half with air.  We tried this and couldn't get it off the ground.  Use more helium, you can always attach weight to balance it.
4. Use strong tape.  The directions call for double-sided scotch.  We used wide plastic electrical tape, and it barely lasted the day.  ]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2007/10/the_blubberbot.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2007/10/the_blubberbot.html</guid>
        
        
         <pubDate>Wed, 31 Oct 2007 14:17:27 -0800</pubDate>
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            <item>
         <title>Wired Nextfest</title>
         <description><![CDATA[<img alt="brainball.jpg" src="http://interactive.usc.edu/members/nsharkasi/brainball.jpg" width="400" height="300" />

The most impressive exhibits I found at 2007 Nextfest were the ones using headbands that measure brainwaves.  One exhibit used this technology for a game called "Brain Ball."  "Brain Ball" is a relaxation game where two players face off to try to move a small white ball accross the table.  The ball moves towards the player with the more relaxed brain waves.

In a similar exhibit, called "Kokoro Gatari," the same sort of headband set up was used in a medical application.  In this case, the sensors could detect the difference between positive and negative thought.  Doctors can use this to communicate with patients with Lou Gerhig's disease.  Doctors can get a 'yes/no' answer from a patient who can't speak or move. 

There's huge potential to use this technology in a game or narrative.  A game that rewards positive thought, and punishes negative thought.  Or a narrative where the viewer can drive the plot by simly thinking 'yes' or thinking 'no'.  

photo by Ala Diab]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2007/09/wired_nextfest_1.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2007/09/wired_nextfest_1.html</guid>
        
        
         <pubDate>Thu, 13 Sep 2007 01:32:26 -0800</pubDate>
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         <title>Second Life</title>
         <description><![CDATA[<img alt="nahilgonegitmo.bmp" src="http://interactive.usc.edu/members/nsharkasi/nahilgonegitmo.bmp" width="444" height="354" />

This is me on my second adventure in Second Life.  I still hadn't managed to 'drop' the various weird clothing and objects I had picked up in my first visit.  So here I found my self-- In Gitmo, wearing orange detainee jumpsuit... with shopping bag and 'sparkly skirt.'  Totally absurd.  I was here to do serious work and I spent half the time stuck in mid-air, my head half-way through the barracks ceiling.  

I love the idea of modeling real-world conflict situations in a virtual game environment, but it has to get easier to negotiate these environments.  I know this stuff is second nature for a lot of people, but ot for everyone.  I see that as a challenge to attracting non-gamers to interactive experiences.  How can we design an environment where users can more easily intuit the rules of the game....and not waste 20 minutes on apple+point click, scroll, scroll, scroll, left hand, drop, shopping bag.]]></description>
         <link>http://interactive.usc.edu/members/nsharkasi/2007/09/second_life_1.html</link>
         <guid>http://interactive.usc.edu/members/nsharkasi/2007/09/second_life_1.html</guid>
        
        
         <pubDate>Thu, 13 Sep 2007 01:05:36 -0800</pubDate>
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