AR

Augmented Reality is kinda hot right now and despite some detractors who may wonder at the utility of it, I reckon it’s only going to get hotter. The utility of AR for advertising is the first issue to overcome. Layar Layar is an app on Google Android for overlaying information onto the camera. In the … Continue reading “AR”

Augmented Reality is kinda hot right now and despite some detractors who may wonder at the utility of it, I reckon it’s only going to get hotter.

The utility of AR for advertising is the first issue to overcome.

Layar
Layar is an app on Google Android for overlaying information onto the camera. In the demo, they show off the ability of overlay property search details onto the camera view – useful if you’re looking for a house in a particular region.

ARToolkit on iPhone
This is an app for generating augmented reality objects using QR-type codes. These codes can be translated into 3D objects which can, to a degree, be manipulated. They can be viewed from any angle. ARToolkit is an app for developing these virtual objects.

Nearest Tube
Does for iPhone and London Tube stations what Layar was doing for properrty searches.

For the Military
Military uses for Augmented Reality have been evident in just about every movie ever since we could do computer graphics. The earliest that I remember is actually the scene in Star Wars: Return of the Jedi when they were discussing the Battle over Endor. But here’s a military use which seems modern and practical.

Ahrrrr!
There’s also been a Zombie Shooter Game called Ahrrrr! which uses a AR-map and a camera-equipped MID to visualise objects and integrate them into the game. It’s not the best demo because I think it would kill my back but it’s interesting in the interplay between AR-objects (buildings, zombies) and real objects (candies).

ARvertising
ARG Advertising is going to be prevalent but I think it may not be as pervasive as we fear. Unless AR-detection is built into goggles or these magazines provide their own app or adopt a platform, these AR-objects will never be seen.

There is a danger of AR becoming an argument of ‘have versus have-not’ but this is no different to the argument of a decade ago with the Internet or of previous arguments of colour televisions and the move from radio to television.

The opportunity I see for augmented (layered) reality is in the telling of stories and the playing of games – especially in Alternate Reality Games. Being able to finagle a game into your everyday life – imagine being involved in a True Lies or Who Dares Wins style plot while going about your daily business.

Irish Game Dev 2.0

Last week I was lucky enough to attend the GameDevelopers.ie Shindig. What completely surprised me was the dominance of iPhone developers – I knew there’d be a lot but the interest in iPhone as a gaming platform was tremendous and the games companies in Ireland were all focussed on it. Their attitude certainly was that … Continue reading “Irish Game Dev 2.0”

Last week I was lucky enough to attend the GameDevelopers.ie Shindig.

What completely surprised me was the dominance of iPhone developers – I knew there’d be a lot but the interest in iPhone as a gaming platform was tremendous and the games companies in Ireland were all focussed on it. Their attitude certainly was that time to market for iPhone was an order of magnitude quicker and cheaper than developing for other mobile platforms and the people out there were an order of magnitude more likely to buy. We have to temper a little of this with the fact that none of the other platforms have their act together yet when it comes to their app store offerings and that this may change (Google Marketplace being the most advanced).

Videogames don’t kill people, People do.

An EU report claims Video Games swill not rot your brain. Contrary to fears about the violent reputation of some games, there is no firm proof that playing them has an automatic negative impact on children’s behaviour, for example by causing aggression, said the report from the committee on the internal market and consumer protection. … Continue reading “Videogames don’t kill people, People do.”

An EU report claims Video Games swill not rot your brain.

Contrary to fears about the violent reputation of some games, there is no firm proof that playing them has an automatic negative impact on children’s behaviour, for example by causing aggression, said the report from the committee on the internal market and consumer protection.

Instead, “video games can stimulate learning of facts and skills such as strategic thinking, creativity, cooperation and innovative thinking, which are important skills in the information society.”

It’s about time that games (and serious games) were taken seriously. In Northern Ireland we have various discrete pockets of technologists who do digital animation, games, serious games, e-learning and other content without realising that through collaboration, they could create a real industry for these skills in the province.

The European parliament conceded that “violence in video games can in certain situations stimulate violent behaviour,” but said there was no need for Europe-wide legislation. It called for a Europe-wide approach to prevent the sale to children of games intended for adults and urged the introduction of stricter identity checks at the point of sale and a wider application of the age-rating system that currently applies to computer games in many European countries.

It might be more honest to admit that someone who commits a videogame-inspired crime was probably already doing it or thinking about it. This is an old argument. People don’t kill people due to videogames, they kill people for money or land, for abuse or betrayal, for their colour or creed or simply because they’re mentally ill.

If someone is already unbalanced enough that they’re going to be influenced by a game, then it’s hardly the fault of the game. The game itself becomes a scapegoat.

iPhone games in the Dub

John Kennedy recently updated his blog with a Post Mortem of his second game – explaining why the first one had to be pulled and why this second one took so long. He also includes a great screenshot. Yup, I’m buying it. Related posts: The Games Market is about to have a significant and violent … Continue reading “iPhone games in the Dub”

John Kennedy recently updated his blog with a Post Mortem of his second game – explaining why the first one had to be pulled and why this second one took so long.

He also includes a great screenshot.

droppedimage_2

Yup, I’m buying it.

David Perry on Videogames

David Perry showing us the evolution of computer gaming and then telling us that what we need are people who can take us to new places (artists, graphic designers, audio engineers). David, as he explains at the start of the video, is from Northern Ireland. Related posts: The Broadband Blueprint (re DETI Telecoms Consultation) Digital … Continue reading “David Perry on Videogames”

David Perry showing us the evolution of computer gaming and then telling us that what we need are people who can take us to new places (artists, graphic designers, audio engineers).

David, as he explains at the start of the video, is from Northern Ireland.

Dropship showing what good UI is…

This is a video of ngmoco’s DropShip game for iPhone. I’m fascinated by the controls – described as ‘touch-anywhere, dual-analog’. The interface for the controls pops up where you place your fingers and the control (direction) of the thrust or weapons fire is directed by a short drag of your finger. It’s simple, it’s effective … Continue reading “Dropship showing what good UI is…”

This is a video of ngmoco’s DropShip game for iPhone.

I’m fascinated by the controls – described as ‘touch-anywhere, dual-analog’. The interface for the controls pops up where you place your fingers and the control (direction) of the thrust or weapons fire is directed by a short drag of your finger. It’s simple, it’s effective and it looks fucking amazing.

Well done, ngmoco.

MystOnline goes open source

From Cyan As you may be aware, Cyan’s situation has not improved on the “resources” front. We continue to work on small projects (including Myst for the iPhone/iPod Touch), and it looks like we will only be able to concentrate on projects that are fully funded for the foreseeable future. … So, Cyan has decided … Continue reading “MystOnline goes open source”

From Cyan

As you may be aware, Cyan’s situation has not improved on the “resources” front. We continue to work on small projects (including Myst for the iPhone/iPod Touch), and it looks like we will only be able to concentrate on projects that are fully funded for the foreseeable future.

So, Cyan has decided to give make MystOnline available to the fans by releasing the source code for the servers, client and tools for MystOnline as an open source project. We will also host a data server with the data for MystOnline. MORE is still possible but only with the help from fans.

To be honest, I’ve never spent a lot of time playing Myst but the content and way it was done were superb.

I’d be interested in finding a group of people who wanted to do something with this. We’d need artists, 3D designers and a whole slew of other people.

But kinda exciting, eh?

I did play MYST for a while and looked over shoulders while RIVEN was being played. I never got around to even looking at URU though. I am heartened by the news they’re making Myst for iPhone though.

Top Gaming Handhelds of Christmas 2008

Joystiq has the scoop now that Nintendo has announced the DSi, a sleek competitor in the world of handheld gaming, ready to take on the new challenger in the form of the iPod touch and iPhone. Massively also talks on the potential boon to the MMO market from these powerful, always connected handhelds. That said, … Continue reading “Top Gaming Handhelds of Christmas 2008”

Joystiq has the scoop now that Nintendo has announced the DSi, a sleek competitor in the world of handheld gaming, ready to take on the new challenger in the form of the iPod touch and iPhone.

Massively also talks on the potential boon to the MMO market from these powerful, always connected handhelds.

That said, the cost of entry to the DS party is high, as is the PSP. In terms of thousands of dollars. The iPhone/iPod touch cost of entry is $99….

silliness, laughter and fun

Stephen Fry writes: Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun. I adore silliness, laughter and fun. Maybe it comes with being a parent or maybe with marrying a woman who adores it also but I love that we laugh, we joke and … Continue reading “silliness, laughter and fun”

Stephen Fry writes:

Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun.

I adore silliness, laughter and fun. Maybe it comes with being a parent or maybe with marrying a woman who adores it also but I love that we laugh, we joke and we get along like kids.

Fry’s essay is an exposition on why the Wii continues to outsell the XBox and Playstation despite both of them being vastly more capable and powerful. And this, like the recent surge in gaming handheld interest via the iPhone (and Apple’s repositioning of the iPod touch as a gaming handheld) is why casual gaming is making some people rich and lowering the bar for independent developers.

Saturday morning as I handed out MURDERDROME T-shirts, I spoke to Jonathan Temples of EO Creative. Jonathan made a bit of a splash a few years ago doing graphics work for CodeMasters.

Looking forwards to today and we have Northern Ireland games companies springing up out of the woodwork – like Blue Pilot Software, Craic Design and a couple of others (who I’ll tell you more about if they give me a release to do so) and for more ‘serious’ gaming, Dark Water Studios up in the far north. I’m absolutely sure that this is the tip of the iceberg with regards to development here in Northern Ireland.

The province has a long and chequered history of being in the forefront of media creation and, to a degree, digital content and it’s satisfying to see that return.

Control: GamePlay in New Directions

When I started with computer games, you had a paddle with a button. Or a joystick with a button. And it was glorious. We swept through the skies, trundled our tracks upon the ground and raced upon the seas. We fired glowing balls of energy at rainbow walls and sniped at invading aliens who relentless … Continue reading “Control: GamePlay in New Directions”

When I started with computer games, you had a paddle with a button. Or a joystick with a button. And it was glorious. We swept through the skies, trundled our tracks upon the ground and raced upon the seas. We fired glowing balls of energy at rainbow walls and sniped at invading aliens who relentless floated towards our bases. The sky wasn’t even the limit.

With those simple controls we were able to wage our wars and fill our memory with what would now be called nostalgia for 8 bit gaming. These games were quick to start, quick to throw aside (unless your score was such that a personal best could be defeated) and everything was in the gameplay. They were casual games even before the term had been invented.

These days, now I have the opportunity to play more games because I carry around a phone with more processing power than the Dreamcast console and much more than the Nintendo Entertainment System or the Atari 2600 (icons of retro gaming both). I have the opportunity because casual games are quick to launch and quick to drop. It occupies the time in a waiting room (which would previously have been occupied only by uncomfortable silences) and makes sitting in a car while the other half pops into a shop a much more pleasant experience.

Apart from the adding of more buttons, game controls didn’t change that much. They did add force-feedback to game controllers in order to provide some sort of haptic feedback to gamers – and yes, in most cases it enhances the gameplay by involving more senses. But the model stayed the same – buttons, a joystick/D-pad and it didn’t matter if it was wired or wireless.

Nintendo’s ‘revolution’ device which eventually became the critically acclaimed and best selling ‘Wii’ is probably responsible for a lot of recent changes in interface and controller design. It was wireless but that’s not where the innovation lay. It used attitude, pitch and yaw to provide control cues. It transmitted location data via bluetooth and direction data via an infrared sensor. It was, in control terms, a revolution and opened up a whole new world of customers to Nintendo. And with the later addition of the Wii Fit, it showed that a set of pressure-sensitive bluetooth bathroom scales could outsell just about anything from the traditional controller world. Add to that a WiFi card and you’re now networked with millions of other people.

So, what did the other console makers do in response?

They put blue-ray drives into their consoles. And increased the size of the hard drives. And did nothing to address the shortfall in gameplay or game control which they now found themselves in. I presume they must be working on something revolutionary to compete.

Consider then the iPhone. It has accelerometers, proximity sensors, touch screen, GPS – and apply those to a gaming console.

Have a look at Radius (iTunes).

This sort of gameplay is new and exciting. Whether or not Radius itself holds your attention is not relevant – when you consider the possibilities for controlling the games we play, the Wii and the iPhone present some amazing opportunities. And we have but to wait to see what comes out as their successor.