This is a red velvet mite. I snapped the photo yesterday at Blandford Nature Center.
In the stump of the old tree, where the heart has rotted out, there is a hole the length of a man’s arm, and a dank pool at the bottom of it where the rain gathers, and the old leaves turn into lacy skeletons. But do not put your hand down to see, because
in the stumps of old trees, where the hearts have rotted out, there are holes the length of a man’s arm, and dank pools at the bottom where the rain gathers and old leaves turn to lace, and the beak of a dead bird gapes like a trap. But do not put your hand down to see, because
in the stumps of old trees with rotten hearts, where the rain gathers and the laced leaves and the dead bird like a trap, there are holes the length of a man’s arm, and in every crevice of the rotten wood grow weasel’s eyes like molluscs, their lids open and shut with the tide. But do not put your hand down to see, because
in the stumps of old trees where the rain gathers and the trapped leaves and the beak and the laced weasel’s eyes, there are holes the length of a man’s arm, and at the bottom a sodden bible written in the language of rooks. But do not put your hand down to see, because
in the stumps of old trees where the hearts have rotted out there are holes the length of a man’s arm where the weasels are trapped and the letters of the rook language are laced on the sodden leaves, and at the bottom there is a man’s arm. But do not put your hand down to see, because
in the stumps of old trees where the hearts have rotted out there are deep holes and dank pools where the rain gathers, and if you ever put your hand down to see, you can wipe it in the sharp grass till it bleeds, but you’ll never want to eat with it again.
A little of both, I think.
6 minute video. Sound and text.
open source 3d library or Flash
genesis: Spark conference Amsterdam 2005
-presentation by joost korngold – renascent
2006.12.02 – papervision went open source
-papervision license: MIT license – free for commercial use
-open-sourced so that people could use it
ralph hauwert – the guy who built he rhino
core team: carlos ulloa, John Grdner, Ralph Hauwert
COMMUNITY has been very important. Feedback has been invaluable
-powerful: Flash 3d is extremely difficult to do well.
-easy to use : people should be able to pick it up quickly, immediately be useful
-production driven design
-high performance realtime 3d rendering
-linear texture mapping per face
-hierarchy, instances, materials management
EASY TO USE
-useful for developers and designers
-designed for Flash
-AS3-style syntax -3d objects should not be more complex than movieclips
-no maths required defaults to using degrees
-you can use your own 3d package
-create and modify without recompiling
-preview your scenes in realtime
COLLADA – data format
-multiple objects and textures per scene
-supports camera, materials, paths, tween & skeleton animation, physics
-originally created by Sony for PS3 and PSP-now property of Khronos
Free plugins available for Maya, 3dsm, softimage XSI, and Blender
-adopted by many commercial game studios, game engines, and Google Earth
METAPHOR which we use in papervision
-in a computer, 3d data must be rendered in 3d
1. Scene (stage) -> Objects (thing) -> materials (look and feel) ->
2. Scene -> Camera (viewpoint)
displayobject3d -> xyz pos, xys rotation, scale, scale xyz, visible, name, parent, root
-created by a 3d artist in a 3d package (GENERALLY NOT DESIGNED BY THE DEVELOPER)
-planes moving in 3d, mimicking a 3d object
-cube, sphere, cone, cylinder
-bitmapdata, MC, library assets, jpg, png, flv
-Photoshop CS3 extended
-the location from which the scene is being viewed
-target – a thing the camera follows
ONE LINE OF CODE
-each behavior can be implemented with one line of code
-Flash CS3 component in the works
MORE COMING SOON
-Tim Knip – skeleton animation
-Jim Armstrong – classes for hands, arms, etc.
-z-flat shading : quick, easy, not the best
-z-flat shading textured implementation
-argh! Too many ways of rendering to copy down!
Normalmapping – high poly to low poly without datsa loss
specular maps – reflection mapping
cubic environment mapping – thing the Terminator 2
Real silhouettes/outline shading..not cheating using a filter
plugin structure for custom materials
current RC2 speed increase: 20%
better clipping, fogging, depth queuing
Demo reel: HOLY SHIT!!!!!!!!
[also lots of photos of the screen]
-one number really doesn’t mean anything until compared to another number
wikipedia: information visualization
many different ways of visualizing a dataset.
many different datasets can be included in one visualization
Voronoi diagram — look this up
data can be both useful and beautiful
[.eps printouts of dynamic visualizations]
PROJECT: Wieden + Kennedy (www.wk.com)
used QT back in 2001.
brought in MW for a re-build of their site
anything can be information
in any data source, decide what the information points are, and create the interface based on which aspect of the data is most important
Justin Lewis, Instrument — www.instrum3nt.com
“restful” : CMA
[I need to dive into Flex]
EXPERIMENT EXPERIMENT EXPERIMENT!!!!!!!
DIGG API EXPERIMENT
Introducing the Chumby
Steve Tomlin CEO
Duane Maxwell Head of Software Engineering
What is Chumby?
-still in Alpha-level prototype
-a media (widget) network
-plug powered, wifi connected
-connects to Chumby network
-runs Flash Lite 2.1.1, eventually Flash Lite 3
Flash Lite community
flash community at large
Why is Chumby?
-some stuff on internet is REALLY important to us
-we can’t spend all day in front of our computers
-but we want the internet around us all the time
-PCs require interaction and full attention and don’t integrate well into our lives
-smartphones don’t PUSH, they PULL
-think “look at your watch” rather than “browse on a PC”
-we want a lot of info in our lives
Chumby: the religion
-make it inexpensive
-make it powerful
-make it “open”
SO WHAT’S THE DEAL FOR US?
-we sell Chumbys as close to cost as possible
-Chumbys display, they don’t store—always connected to Chumby network
-network grows: more widgets
WHAT’S THE DEAL FOR JOHN WINKELMAN (DEVELOPER)?
-we create audience for your work
unlike mobile phone ecosystems, Chumby is open
-no taxes, no publishers, no carrier certification, no deck placement issues
-i.e. fewer middlemen
-Chumby is viral; Chumby content providers retain total control of their content; think of it as Chumby having a license for our work
if widgets are good, they should be available everywhere
-virtual Chumbys in MySpace, apple dashboard, cellphones, etc.
-widgets should be everywhere, and Flash is more fun
NEW CHUMBY INFORMATION!!!!!!!
-price $165, +$9.95 s&h
-if it is cheaper, we will lose $$
-no additional fees
-new classic colors, plus limited editions
-accessories to customize chumby (currently 1 USB port, later probably 2)
[input from stuff talked about in “making it physical” ]
-FM radio adapter
-launch this summer with Flash Lite III
-Flash video & audio
-based on Flash 8
WE NEED YOUR HELP
-create and upload cool Flash Lite Widgets
-stay in touch with us (blogs, forms, wikis)
-move to San Diego and work for us!
CHUMBY TECHNICAL SPECS
3 versions of Chumby
-foo — prototype last august
-katamari — 2nd gen prototype
[photo of lots of screens — too much info to type]
Chumbys talk loudly over LANs
-Chumby doesn’t need to be on network to test new hardware/software
-public widgets are hosted on chumby server, but content that Chumby displays can be pulled from anywhere
-the CHUMBY is going to be freaking cool!
-Chumby native resolution is 320 x 240px, but it is Flash, so it is vector
-ads will be more sponsors, rather than commercials
-“chumBooty” — offer for stuff, ring tone, scavenger hunt clue, etc.
-“advertoon” think YouTube, but with advertising
-ads will keep the bandwidth free.
-possible future subscription for people who don’t want ads at all.
-“we’re trying not to screw it up and make it annoying”
-pin-out for larger LCD? Yes, info on forum.
-video — playing 12fps full screen takes up 60% CPU, on the alpha build of Chumby
-Chumby network — limited to Flash files
-a lot of work has gone into privacy/security, so there won’t be any Benedict Chumbys
Building Casual Games in Flash
Built most of these games for MSN messenger.
Casual Game: “Carefree game”
try -> explore -> buy
-either fully sponsored (branded up the wazoo) or maybe a subtle watermark, or an ad you have to see before you play
casual games are not usually done in Flash—more often director/java, etc.
Casual game -> you pay for
advergame -> client pays for it
casual game market is HUGE, >50% women
a casual game will sell for ~$20
try/buy conversion rate:
>2% is a hit
1-2% is the norm
<1% is poor
portals will pay the author ~30%
-usually work for hire
-simply skinning an existing game isn’t popular
-wide range of money-making opportunities for free games with advertising
-pre game ad
-in-game (break-time) ad
-more and more advanced graphics
-increased user expectations
XBLA—6m xbox users
-try but — very frictionless
-they say 75k – 300k to produce a game
-games sell for $10
conversion rates around 30-35%
-better revenue share: 50/50 or better
WINDOW LIVE MESSENGER
15 unique game users per month
-potentially 30-35m players
30% average yearly growth
Up sell — try version gives you a nag screen to buy the full version
Portals — “publishers” for your casual games.
-big portals take a bigger cut, but tend to be more stable and more trustworthy
badges/achievements — visible “pride” based declaration of your awesomeness at a game
ADAPT YOUR SKILLS
-use the appropriate tools for the target market
1. GAME MUST BE FUN!!!!!
2. user experience
2. user experience
4. user experience
MS Games prototyped using PAPER mockups of all the screens
Casual games often have to live within a framework, which YOU have to adjust to, because THEY won’t change it for you.
You will need to include “ad breaks” functionality in your game
You are living in reality
-lean toward the lowest common denominator
-home-made random seed
-turn-based is MUCH easier
-don’t underestimate difficulty involved
2 player game > single player game * 2
-many different ways of thinking about it
PORTING OF GAMES
-many many many venues in which a game can live
LOCALIZATION — allow for many different fonts, lengths of words
-this could be the hardest/most frustrating part of the development
-think of them as “hints”
-Keep the number of server requests to a minimum.
-synchronizing is difficult, but very important
-if two people perform an action on an object at the same time, before the info is sent to the server
-learn ways to make data smaller so it gets sent faster, especially in situations where a lot of info is constantly going back and forth
GRIEVING — one person quits, the other stays on, expecting to play
Games need to be bulletproof, and they need to talk loudly but briefly to the server
[jigsaw game] — every piece has the same registration point: 0:0. Even if it is visually all thee way across the stage, it is a small visible portion of a big empty movie clip
-international portal games can have a long development process
The Blind Sketchmaker- exploring evolutionary and generative art with Flash
Mario Klingemann – quasimondo.com
Can computers create art all by themselves?
No: Only artists can create art.
[stuff about art as a system of belief]
art happens because our brains want an assignment after the basic work is done:
color – find food
danger – pattern matching
orient/find your way home
-select mating partner
-protect and care for offspring
-learn new things
What makes it art? Good networking
Komar and Melamid: “America’s most wanted painting”
is it art or not?
If not Art can computers at least create art?
can computers create interesting pictures?
Learning to see
-The more you know, the more you see
-What do we have to look for?
-How can we tell art from noise?
-How can a program “See” after all?
This session = Too much art, not enough generative.
This session has nothing to do with anything. I just wasted an hour.
Well, he pulled it together a little bit in the last five minutes, showing us how his tool creates generative art…based on the “Biomorph” experiments of Richard Dawkins.
It has created some badass art.
Great tool, fantastic experiment, boring session
“Let’s Get Physical” — ambiance as input data
talking about ideas
“change the way you look at things— and the things that you look at change”
API — (H)API Human Application Programming Interface
flash can be a set of ears — using a microphone
-it knows how loud things are—useful for building environments
eg. “ambient awareness”
everything which you can make Flash aware of an be a variable
-flash can “see” using the camera
-flash can measure change in video from moment to moment
-e.g. motion sensor recording
with bitmapdata Flash can record video and play it back, non-linearly
flash can react, real-time with video captures being used to interact with “virtual overlays”
grabbing bitmap data from live video, applying live filters for display
find keys for content delivery from the environment. Give Flash eyes and ears. take the input and make use of it.
time as meta data of real-time input
replay frames, or parts of frames, at different time intervals, or completely out of sequence
all input devices are CONTACTS — one thing making a connection with another
IPAC — allows the creation of your own controllers for a computer input is interpreted as key presses—WHICH CAN BE USED BY FLASH
EXAMPLE. Wired up a wind chime. The wind outside controls an app running in Flash
EXAMPLE: Ethernet cable — wires hooked up to finger rings which, when contact is made, sends info back to Flash
you can draw an electric circuit on a wall, or sew it into a garment. Plug it into the IPAC and you have a new input device
painting with light drawn from a physical palette
EXAMPLE: Wired up a simple lock and key which could be used to lock/unlock accessibility to a computer
RFID detectors/readers can be picked up for $60
The many Flavors of Sensors
breath distance proximity light temperature acceleration noise remote current
Once the input comes in, you can can process that info and send it back into the world in another form
wireless flash zipzap remote
Sudden Motion Sensors (inside all mac books — accelerometer)
Blinking lights and buttons — MONOME input device
“OSC” Open Sound Control
two-way communication between flash and controllers
Playing with knobs : MIDI
midi2flash by crashmedia olaf matthers
WIImote to Mac controller: wiili.org “darwinremote” by hiroaki kimura
SNEPO: integrating strange back-ends with slick flash front-ends
“we’re so haptic we could squirt”
haptic — interaction through touching
kiosk, POS systems, iPhone, etc.
RULES OF THUMB:
-inform user what it is
-inform user how to begin
-others will be watching the user doing his thing, and therefore learning
-people tend to hit the whole screen at once by leaning on it when they press
-solution: move buttons to the bottom of the screen
-web metaphors don-t extend too well to kiosks
MAKE BUTTONS BIG AND OBVIOUS
-only button presses—no mouseover, no keyboard
-some allow dragging, but dragging on a touch-screen is iffy, at best
-have actions happen on PRESS, not on RELEASE
-visually impaired = high contrast, large fonts
-these are in the public arena, so there is no target audience. Prepare for everyone!
-allow for wheelchair/height challenged. Allow for content to be lowered down the screen
-just because they start something, doesn’t mean they will finish it.
-allow for proper timeout/reset time, based on complexity of application
-how easy is it to build the application?
-should be easy to install on the hardware
-TURN THE MOUSE CURSOR OFF!!!
EXAMPLE: “wayfinder” for Westfield mall
about 1 year from beginning to end
-two months of paper prototyping
-four-five months of development, with two months of refining pathfinding algorithm
grand total of about 1 year
Make the application “aware” of its physical location and orientation
each installation comes with an administration mode to “initialize” the installation; e.g. meta-data about physical location of install.
-automated the map-making process for the store kiosk (from the example)
-TEST TEST TEST: Lots of paper prototyping
-logging every piece of user interaction
-make data available to client for subsidiary consideration—advertising, etc.
-TESTERS: replicate every possible human interaction. Try to break it. Account for irrational user behavior
-Snepo used interns who took great joy in pointing out developer mistakes
-discovered that touchscreens aren’t usable by people with artificial limbs — the screen didn’t register the touch
-each kiosk has a transaction server which sends a “heartbeat” back to the the main center. If there is no heartbeat, look for Flash process. If no Flash process, reboot the kiosk.
-public kiosk clients tend to have  a lot of money, and  not all that much technical savvy, and  a lot of equity invested in the project
WHAT DIDN’T WORK
-not a very ergonomic API for Flash developers
-Pathfinding algorithm was done in Flash — Dijkstra
-everything made out of steel
-dead hard drives
-public touchscreens lose calibration quickly
-updating had to be done individually
HOW WE IMPROVED THINGS
-we quit, then started our own company
GOT RID OF TXS
GOT RID OF XMLFS
CREATED “DEPOT” to replace XMLFS — based on HTTP standards
-pulled Dijkstra out of flash and put it on the server—1000% performance improvement
lesson: Things which require a LOT of processor power may be better shuffled off to the back end. Flash is now just the interface, not part of the logic layer
DISC DEATH and WHAT-NOT
-don’t get bent out of shape about hardware failure
CHECK-IN/CHECK-OUT SYSTEM â€“ custom Chinese hardware; had to write drivers form scratch
-kiosk interaction software for cell phone. Buy media from kiosk, blue-tooth it to a cell phone.
-RESEARCH IS VERY IMPORTANT
-haptic technology allows for MASSIVE scope
“ERLANG” language for making kiosks talk to each other through a network
FROM KIOSK to POINT OF SALE
UPSIDES of TOUCHSCREEN (HAPTIC) TECHNOLOGIES
-you get to define EVERYTHING
-there’s money of be made
WHAT TOOLS ARE USED?
-rolled their own .swf wrappers in C or VB
Multi-touch? — installations in public spaces generally don’t require this technology
Error messaging — send a friendly message to the user,and a detailed message