Saturday, November 28, 2009
Monday, November 23, 2009
I got really excited about all of this and even about the possibilities of making straight on Machinima videos with little abstraction. But, then I started to wonder about copyright. Did individuals who created the trees have a copyright on their trees? Would Linden Labs have some rights to everything I would make within their virtual landscape? What if I abstracted the content to such a potential that it could not be recognized? Could I be sued for filming an avatar without his/hers/its consent if its name appears above its head and the shot is included on a short machinima film that is uploaded to YouTube, receives 200 million hits and shoots me to superstardom? Ok, just kidding! But, you know what I mean.
I did a quick google search and came across this article: EFF Lawyer Says Second Life Copyright Issues "In Some Ways Worse" Than Real Life
Here's the meat of the article:
"Second Life in some ways is worse than real life. That's because users retain the underlying intellectual property rights to their SL creations. And after all, as Fred pointed out, you can walk down the street in real life without worrying that the textures in the sidewalk are copyrighted. "In Second Life these are gray interesting mysteries" around the law, he added. Something worth considering for people who publish screenshots or machinima extracted from SL. It's been argued that if you run a photo of a Second Life street, you don't really need to get the permission from the creator of every single item in the frame, just as you don't need to do so when you take a photo of a New York City street. However, that assumption has not yet been tested in court. As Von Lohmann added, most of the Second Life community is unlikely to be aggressively litigious. But if Second Life continues growing, I believe that sense of good faith won't always hold."
So, after reading this, I began to have second thoughts about using Second Life for content creation. Why would I want to put all of that time an energy into learning how to use it, or film scenes and edit them, etc., if ,down the road someone could tell me that it is not really my content at all, but belongs to ten other individuals, one of whom would like to sue me?
The article did state that "the Second Life community is unlikely to be aggressively litigious. But if Second Life continues growing, I believe that sense of good faith won't always hold". And, that's what I'm worried about. Any thoughts?
As an alternative to cable TV, users of the website surfthechannel.com can look under the category of television to see programs from around the world. The opening page has four different types of searches available.
Sunday, November 22, 2009
Saturday, November 21, 2009
Wednesday, November 18, 2009
Thursday, November 12, 2009
Sunday, November 8, 2009
Saturday, November 7, 2009
This is a graphic I made for Dr.Sanchez. Check out his presentation Co-Evolution of Man and Machine: Neuroprosthetics in the 21st Century.
This is a particular area of interest to me since I started experimenting with cursor control via electrical body feedback in the early nineties although my focus was more as a game designer, which is what I was doing at the time.
Here are some pics of my biofeedback contraption. I built my own "electrodes" which connected to the battery snaps at the back, but I could not find them for this post. Of course all of this can now be done with a cheap microprocessor with a much better clock rate. I remember spending a few hundred dollars thinking that gamers would be interested in such input device, but, alas, it was not so. True, it took a lot of training and effort to move the darn cursor, but it worked, lazy bastards!
Propeller by Parallax which would be quite enough to achieve a much better result for a fraction of the cost and would be a lot of fun, anybody?.
Here is another approach well implemented by those cool Norwegians. Thanks to Master New Media Designer extraordinaire Virgil Wong for the link.
Friday, November 6, 2009
Wednesday, November 4, 2009
I have to admit that before this class and this reading on MMOG. That I hadn’t given much thought to MMOG. I personally have never participated in any of the games mentioned although through the years I’ve known many people who have. Probably, the most interesting to me in the historical narrative of the development of online gaming was the information about how politics has influenced the development of the games. I find it fascinating that part of the reason that Korea has lead the way with games such as Legacy was that rather than importing other commercial gaming systems from Japan (which was not allowed post WWII the country focused their attention on broadband. That one difference made a huge impact in their country being successful in the online gaming business. The other fascinating thing to me that was pointed out in the article was that the way the different cultures interface with MMOG is different. For more communal societies, the users gravitate towards game that better reflect the society they know.
In the second set of reading I was asking myself “what is the purpose of the game?" Gaming is such big business and has been extremely successful, but why? The reading cleared this up for me a bit because the developers are asking the same question. What is it about these games that draws people in? Is it the fight or the social interactions or some combination of both? What method of payment works best? What Leveling up method keeps people interested? I think the development community knows that the social interactions and some sort of goal are key but they cannot have a free reign society because the survival of the fittest mentality tends to take out all the new players too quickly (which isn't good for business or for social satisfaction).
I think we'll have to stay tuned to see where this goes. As to the satisfaction of "why they are popular" I found an interesting article on The Psychology of MMORPG. In this article the author conducted an online survey for 3 years from 2000-2003 of users who played EverQuest, Dark Age of Camelot, Ultima Online and Star Wars Galaxies. They had anywhere from 2000 to 4000 responders for each survey they posted. Many of the questions were related to social interactions both in real life and in the game. One static that really caught me was that of women gamers 59.8% participated in the game with a romantic partner and 39.5% of female responders participated with a family member. There were also many other interesting statistics about friendships within the game. It seems to me, that at least for women, the huge draw is the social interactions that can be had, in some ways, much more easily in the game than in reality. Maybe the MMOG has taken the place of the Tupperware party. Time will tell if it is a passing trend or is here to stay.
Tuesday, November 3, 2009
And please, while you wait, tag your posts!