Measures of Central Tendency: Mean, Median and Mode
Et2010 pt13d
1. VISUAL RESOURCES ASSOCIATION ENGAGING NEW TECHNOLOGIES II (2010) SESSION I Moderator (Betha Whitlow) Updates on New Tech I (the group) Cloud Computing (Heather Cleary, John Trendler) 3D (Susan Jane Williams, Heather Cleary) How to Keep Up (Betha Whitlow) Q&A
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3. 3D 3D Display It’s been around for awhile…. (1840) Stereoscopy
4. 3D 3D Display anaglyphs (red-cyan glasses) stereoscopy (one small image for each eye) diversely polarized images for each eye (won't work on a monitor or on paper) temporal multiplexing (guaranteed headache), lenticular screens (like gifts in cereal packs, quality can be OK if distances are optimized) holography (very difficult, no color, expensive) stereogram dots (“magic” pictures)
7. 3D Modern technology combines two digital projectors fitted with polarizing filters with the use of polarized glasses and silver screens. A single projector can also be used in conjunction with a simple adapter in the front (a single-cell LCD screen that acts as a quarter-wave retarder, also known as a zscreen) that rotates the polarity of projector's light output several times per second to alternate quickly the left-and-right-eye views. Another system from Dolby Laboratories called Dolby 3D makes use of a special color filter and glasses and has the advantage that doesn't require a silver screen. Also, some theaters use a system that requires no modification on the screen or the projector but uses active liquid crystal shutter glasses that quickly block the views of each eye alternatively .
9. 3D 3D Display on laptops Acer Aspire AS5738DG comes with conversion utility software (and glasses) $800 price range
10. 3D 3D Display Asus G51J-3D Uses 3D Vision from Nvidia; requires a desktop PC with a high-end video card, a dual-link DVI connection to a compatible 120Hz LCD monitor, a USB-connected IR emitter box, and a set of active, battery-powered glasses $1700 price range
12. 3D Rapid Prototyping Additive manufacturing technology for rapid prototyping takes virtual designs from computer aided design (CAD) or animation modeling software, transforms them into thin, virtual, horizontal cross-sections and then creates successive layers until the model is complete. It is a WYSIWYG process where the virtual model and the physical model are almost identical.
17. 3D In 2006, John Balistreri and others at Bowling Green State University began research into 3D Rapid Prototyping machines, creating printed ceramic art objects. This research has led to the invention of ceramic powders and binder systems that enable clay material to be printed from a computer model and kiln fired for the first time. http://johnbalistreriartist.com/ceramic-rapid-prototyping/image-gallery/
31. History: SCA and LARP S ociety for the C reative A nachronism Historically-based world of the Medieval Era NO supernatual elements Arbitrary enforcement of rules Create your own characters Collaborative not cut-throat Playing dress-up L ive A ction R ole P laying Combination of D&D and SCA Fantastic elements allowed Locally shared world Local rules Timed games Usually more combat-oriented Playing dress-up 3D
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33. ARGs Online Online sites with puzzles and games Secret codes for insiders Advertising and marketing tie-ins 3D
34. History: MUDs M ultiple U ser D ungeons Text-based games Computer/programmer as the GM Time-independent No fixed ending 3D
35. MMORPGs M assively M ultiplayer O nline RPG s Visual world Large scale No fixed ending Generate money in and out of game 3D
36. Virtual Reality Online Shared Worlds Second Life Recreate hard-to-reach/impossible/destroyed environments Physical rules do not always apply 3D
44. Augmented Reality (AR) Enhancing the real world through data mining Where’s My Car app, $0.99, image from http://kered.org/blog/2010-03-04/wheres-my-car/ Wikitude app, FREE, image from CNET 3D
Notes de l'éditeur
As Peter Brantley stated during the plenary, gaming is a wonderful way to incite curiosity. For more than 50 years, role playing games like Dungeons and Dragons, have allowed people to explore shared worlds that may or may not be based upon the real world. Although derided as a nerdly pasttime, it allowed geeks to create characters and stories in a collaborative manner. Like bridge club, the game was an excuse to socialize with your friends. In the mid-1980s, computer games exploded. Some of them were even text-based games appeared and virtual reality games create a shared space for people to explore. Sometimes they Virtual Realities and Gaming: History - Online gaming, World of Warcraft, Sims Alternative Reality Games (ARGs) - include a little history about RPGs, LARPing and SCA Educational uses - Second Life, gaming in education, models of hard-to-reach/impossible/destroyed environments Augmented realities (ties a bit into mobile computing) Gesture computing
Peter Brantley mentioned the 61.org Many web sites now incorporate elements of gaming into their regular websites. Often, this is done by creating a non-monetary reward system of levels, badges, and bragging rights. This could be part of a reputation economy .
Peter Brantley mentioned the 61.org Many web sites now incorporate elements of gaming into their regular websites. Often, this is done by creating a non-monetary reward system of levels, badges, and bragging rights. The more quesitons you answer and ask, the more points you have, the more power you have within the game. It is somewhat based on a reputation economy. Thesixtyone.org – Crowdsourcing musical taste Channel 101 – Crowd-curating online web series Nethernet – Get points and badges for visiting websites and creating pathfinders
Whenever you accumulate a certain number of points, or answer a number of questions, you can earn a badge. Here is a list of the badges for Unshelved Answers. Alas, these badges are quite boring; most sites have better graphics. The more you comment, or recommend, or tag, the more points badge.
Geeks in the basement playing game D&D created a framework where Dungeon Masters could create their own adventures. It came with a set of rules (that grew and grew and grew) and complex gaming mechanics to handle fights, weather phenomena, and to introduce some random danger. In fact, some players creatively abused the rules to get what they wanted. A group of characters would come together for a common goal. Though sitting at a table, you would act out verbally as much as possible, esp. meeting other characters. Once the goal was achieved the GM might come up with a new goal or situation, or even start over with a new scenario and new characters. Because you act out the character interactions as much as possible, and put a lot of time and thought into building a character, people stuck with them for years.
The SCA brings together people who want to act out living in medieval times. Creating the character’s history and costumes was very satisfying. Some regions enforced rules more than others. Although the attention to period detail was intense, you could still have an Irish peasant from the 900s conversing with a French lady-in-waiting from the 1200s at the same event. You did not necessarily need to have a reason in-character to attend an event. With the SCA, exploring the shared world was important. There was no overarching condition for winning, the game only ends when people stop showing up. Of course, there is overlap between the D&D crowd and the SCA. Some of combined the two into LARPing. Classic LARPing is dressing up in fake armor like in the SCA, but the whole point is the fight. More extensive and LARPing is definitely a type of ARG
LARPing is a type of ARG. These games take place over a predetermined time period, one night, one weekend, or even 10 days. The game world is made up of analogs from the real world. Places in the real world stand in for the geography in the game world. For instance, this ballroom could be considered the palace while the 5 th floor lobby is another country. Game world invisibly overlays the real world, though there may be some signage involved. The games could be based on popular novels or simulate the workings of the human body. These days, ARGs are making a comeback as a type of scavenger hunt at conference. For instance, the American Library Association ran a Big Game called California Dreamin’ at their 2008 Annual Conference in Anaheim. In the online world, ARGs are often used in marketing. For instance the television show Lost has run several ARGs that space multiple sites. As a player, you find the clues and decided whether to follow them or not. Aga
In the online world, ARGs can be another type of MMORPGs. Most of them are set up as online scavenger hunts. Often used as media tie-ins, these sites provide extra content for the devoted fan. They can also drum up support for upcoming movies. For instance the television show Lost has run several ARGs including this one from 2008. Fans of the show could be recruited into the fictional Dharma Initiative. This ARG coincided with Comic-Con in San Diego.
Once computer networks became pervasive on college campuses, many of these gaming geeks wanted to game online. Sometimes it was done over email, like playing chess by mail. Then came MUDs. The early ones were based on medieval fantasy and D&D, but they came in many flavors. These games were networked versions of other text-based computer games, like Zork and the Hitchhiker’s Guide to the Galaxy Computer Game. Unlike D&D and other RPGs, you could play with people around the world OR whoever could get to the network. You were not limited to a select group of people meeting up in the same location. Remember, computer games could only be played on one device with the other people in the room. There was not necessarily a GM; you could go through the world at your own pace. In fact, you could visit a MUD without playing the game or going on a quest. Still, people would create gaming groups. You could go on quests presented by the game or make up your own. There was no fixed end to the world. You could explore at your leisure.
With the advent of the Web in the early 1990s, it was suddenly easier to add visuals to the gaming experience. These graphical MUDs are now called MMORPGS. In 2000, Everquest was one of the first immersive online gaming worlds. Today, one of the biggest MMORPGS World of Warcraft. The SIMS in all of its flavors
Pompeii Villa from the Crystal Palace Gesture based computing – manipulating the virtual world through actions instead of a mouse – eg Wii
Sloodle is a mash-up of Second Life and Moodle, an open source course-management system. Academics who use Sloodle can easily integrate Second Life into their online course space. Sloodle installs a toolbar widget that includes a set of classroom-related gestures. I don’t use Moodle, so I can’t really tell you how successful it is, but it does look cool.
While sitting at home in Los Angeles, I can visit the Sistine Chapel in Rome. In fact, in Second Life I can fly around the building to see some of the frescode close-up. I would not be able to do that in real life.
Also, I can find out information about the frescoes without leaving SL. Explanatory text, audio and video pieces can be embedded into the virtual environment and accessed without leaving the application.
In addition, I can visit buildings that no longer exist, such as the Pompeii Villa from the Crystal Palace in London, 1850. This recreation includes explanatory info as well as some Victorian era avatars and Roman ghosts. You can interact with these virtual characters as well as with the avatars of other visitors.
Wouldn’t it be great to be able to access that same overlaid information in real life? Well, now you can with Augmented Reality. Using the virtual world to enhance the real world, and vice versa. In augmented reality, it’s all about layers. I’ll cover this more when talking about mobile phone apps and Greg will be talking much more about the Semantic Web in the next session
This promotional site for the movie Gentlemen Broncos uses AR to literally put yourself within a character’s head. How? Users print out a registration image that the user holds it up to the web camera. Once the image has been identified, the site will replace it will a computer generated image.
Now I’m in Ronald Chevalier’s mind! Scary! I could manipulate the image to make the head change sizes or tilt. The silliest one? A man who tattooed a registration image onto his arm. (not for this site). When he visits a particular website and shows his arm to the camera, the tattoo transforms from an empty box to a mess of snakes.
On a more serious note, AR can use the virtual world to enhance the real world. It is hot thing for mobile phone. For instance, there is an app to help you find your car in a parking lot, say at Disneyland. When you park your car, take a picture of it and the app will record the GPS data. When you want to find your car, it will give you directions to get back to it. The mobile phone app Wikitude is very cool. Take a picture of a building. Through geolocation data and image recognition software, it can identify the building, link to relevant information on Wikipedia, and more. This coolness is brought about by the Semantic Web, which Greg will be talking much more in the Session II.