Wednesday, February 28, 2007
interface design
Monday, February 26, 2007
Preliminary LAYERS for manatees
I wasn't taking notes, can anyone think of anything else I missed? I will try to put up some idea sketches of this later - for now:
Layers - Summer
-Speed zones
-Dead manatees
-Seagrass (x% of manatee diet)
-Mangroves (x% of manatee diet)
-Areas of depth greater than 6ft
-Winter – (all of the above)
-Warm spots (power plants)
Postpartum Progression
At least you'll be pleased to know I'm missing 'Heroes' in order to write this post. :P
placing of senior proj
CS Meeting Last Meetings
Saturday, February 24, 2007
Friday, February 23, 2007
Lyuba - CS MEET AGAIN
Throughout the past 2 weeks my group and I have been talking quite a bit on the internet, but still mostly about the same things. I continued to urge them to start working on the technical stuff and they are indeed cramped for time now, as I expected they would be. For the sake of time, they decided to switch to RPG Toolkit to build their game, but some of the content also suffered a bit. I think the RPG toolkit is a good idea but it seems like they would need a lot more time to fit in everything we discussed. They are also spending some time on visuals, but I think this would be a good way to win favor even if it’s not required. They can make a cute old-Zelda-style game (in appearance and perspective) with the RPG Toolkit. The beginning of the game is staying mostly the same, with the old blind man establishing the character and setting in the first scene in the dark room. The idea was to feel loss of senses here in total blackness; traveling around the room, the player would find nothing. I thought this was pretty interesting. They decided to just do one of the theme worlds for the demonstration Friday although they would say the others existed just to have time to develop that example enough, I suppose. I’m not sure if this is a good idea. I would say dealing with each of them briefly, as much as just having an empty room with some sort of suggestion even, could show the idea well enough and shouldn’t be too difficult? I’m not sure what they have in mind here; I’m afraid that their puzzles and content will not have much to do with the themes we planned out earlier. It seems that with this use of one world only, they are going back to a previous general theme they had about good versus evil in lucid dreaming and a nightmare that constantly tries to creep over the character. I guess this is a good idea too.. It seems like they took some inspiration from our earlier brainstorming to make a pretty good concept out of it, although I am not sure how well their product will be able to bring their idea across. Unfortunately they are being pretty secretive with this process though I think I could help them out here. CS student Amos keeps saying that there’s not much I can help him out with whenever I ask since I do not know how to program, but it seem that he is forgetting that there is a step between a concept assignment and the programming of it – as in, how to do it, and what exactly to do. They are being pretty stubborn and saying I have been a great help with the ideas and such; I am not sure if it’s my job to help them implement them or not anyway. I think they are doing an OK job though, they certainly made a successful concept I think. They are still supposedly giving the character a choice in the beginning to interact with objects that take them to worlds located in a forest, at sea, or in a city, as in the society, nature, and technology thing and the nightmare is related to the hell level. The content in the forest zone has some sort of allusions to our ideas with the tree of knowledge and collecting items to awaken it or something.. also something about chasing squirrels? I think I could really help them out here, haha, if they would let me.
We ended up meeting briefly in person one last time when they were working on the game the day before it was due. After looking for them for an hour all over library west I went home and got on AIM to find that they were in the CSE basement because they couldn't find enough PCs together and couldn't call me because they probably didn't bother to bring my number, but hey I didn't bring theirs either. They were pretty stressed out and ready to pull their first all-nighter in a while to finish it. When I came in, CS student Anna was warking on a pixelated zoom of a tiny squirrel picture and CS student Amos showed me what they had so far for the playable game. There was a dark room in the beginning, followed by several forest rooms with not much inside so far. It looked pretty good so far (reminded me of Zelda-type games), but it looked liek they had A LOT of work to do- I hope it worked out for them.
CS Meetings
The one partner we are working with seemed excessively uninterested earlier this week. I finally got in touch with him about his progress on the programming of our agreed room structure and he told me he made 10 rooms and added puzzles with cups that had keys in them. I was confused because our plan was 13 rooms. We showed him a sample of the narrative and he was just like ok. On one hand I sympathize because the other kid from his class has been missing the whole time, but its just really disheartening. I know me and Brandon talked this story to death over and over and then we describe it to him hoping to get feedback or advise as far as how to implement it better with the coding and we get nothing. Its like talking to an empty shell. Its hard to direct someone to think critically and offer input. It just fells like me and Brandon have put more effort in and havent been greated with the same enthusiam. I wish we had opinions to deal with, even if he was like "I hate this I want to do this" rather than being totally resigned. Again I think it comes back to critiques and discussions that I know happen in classes on the arts side and I guess not so much on the computer science side. After reading that Xerox article about collaboration I think in our own experience the "desire to collaborate" and the "members with similar interests" was missing. I am grateful though that he has participated, unlike our other group member who will reply in email a week after we have met to say that he cant, and that he is basically busy mon - sunday with other classes, but to let him know what he can do. Like he is doing us a favor in contributing in his OWN project. Even though I think we started ok on this towards the end here it has become pretty shaky. In my own viewpoint I thing the collaboration experience was a success, because no experience is fruitless. Its good to realize these kinds of things happen and its not an idealistic meeting of the minds that will occur every time. Frustration is good if the trade off is experience and being prepared for this kind of thing in the future.
Final meeting with CS group before presentation
We also decided how to preset our story tomorrow. We split it up into the topics we worked on - Josh will present the technical aspect of the game, I will present the plot and characters, Jason will preset the puzzles, and Steve will present the town layout and the rooms.
I've found that even though we all offer to be online for help, no one seems to utilize it. We sometimes talk through email, but we still get the most done when we all meet together. I think we all feel like we could have further developed the interactive fiction aspect of our game more to make it even more dimensional, but it was just too difficult with finding meeting times that worked for everyone. It felt like we were all crunched for time and got the majority of our ideas on the spot during meetings, and didn't think about it too much otherwise.
I know Josh was asking some questions about how the players could interact with each other, but for the time being we felt limited to the constraints of the game builder. We're basically stuck with dialog showing up at the top of the screen.
I was with the others for 2 hours last night, and I don't felt like I accomplished much by being there for them. They didn't have any questions for me, and they didn't seem interested in more brainstorming anymore.
Thursday, February 22, 2007
CS Update for the last few days
This is one back-and-forth e-mails we received from the other group members, Grant. Giving him credit to actually get back to use about once a week, even though he doesn't give us any direct help:
Sorry, I've been slammed lately... If you guys are meeting today, let me know when and where.
-Grant
On 2/16/07, GIUNTA,KYLE < cybrid@ufl.edu> wrote:We already met yesterday at 12 and discussed the story and idea of
the game. The attachment is our chat. All we need to have done
by Wednesday is 5 rooms, 5 objects, and one character implemented
into the game. We decided we are going to use inform. I might be
able to meet online Sunday so between us we can decide who does
what with the programming. My AIM is CYBRID2004.
On Thu Feb 15 19:24:34 EST 2007, Grant Beaty <gbeaty@gmail.com>
wrote:
> Sorry guys, I can meet maybe for a bit tomarrow after 6pm, or
> near any time
> on sunday. Other than that I have zero time. I've got project
> iterations and
> labs due on friday, monday and tuesday
>
> Lemme know how I can help.
>
> -Grant
So those are a few e-mails that went back and forth. As you can see, he says he is able to help, but only a few hours a week, if that. I am hesitant to go into great detail the interaction we had with Grant because I want to save that for the reflection on the project. You can at least get a just of how the he operates.
He receives all the e-mails we send, so he is definitely still in the information loop even if he hasn't had direct contact with us. Bo has stated repeatedly he will talk with Grant in class, but we are worried that he is too afraid to speak up. None the less, both of them have all the assets we gathered and created for the game. In our minds, Dominick and I did everything we could to prepare them to make the game itself. It is unfortunate they could not get us a working model before the meeting tomorrow, but we can only push so hard. I do know that Bo claims to have it ready, but it will be a surprise to us tomorrow I suspect. I would have liked to go back and forth with the mock-up of the game to make sure our concept worked in the constructs of Inform, but I will (as I stated before) cover my issues with the group collaboration in my final reflections.
I also prepared a 4-slide powerpoint for tomorrow, so I hope they are ready to present...Dominick and I are.
Senior Project keeping going...
Wednesday, February 21, 2007
final face to face meeting.....hopefully
So this is really our last meeting with the cs people until the presentation time. We’re going to still keep in contact with each other through email as the date approaches. I went ahead and fixed the background images for the slide presentation in powerpoint.
Me and Farrell made known the problems we had with the game thus far and the presentation. One thing specifically was the imagery used for the game. We believed that if imagery was used, it should be specific to what the story has stated in its descriptions and that it comes from an environment that at least looks like it was taken from within a rainforest. Now that I think about it, this thought was expressed during the first time we met, when both me and Farrell expressed that if any type of imagery is used, it should be cohesive with the overall story. Their response to the images was that this is a mock up, so they could just get rid of the visuals since the story is the most important. I was really happy with their revelation, especially with Harold’s, about how the story was the most important part in this game, but how they were just willing to get rid of what was already achieved through the visuals, it disappointed me. When Harold stated that we should just take out the images, all three of us, me, Farrell, and Brandon, said that taking it out was not necessary. The visuals added another dimension to the game that was created. It would be a shame to just get rid of it all together. We determined that the images in the game now could act as placeholders and if the game was chosen then better imagery that tied into the rainforest motif would be implemented later. After discussing this, I brought up the presentation itself and how it just won’t do. I explained that when presenting a project, you have to be professional, it has to look good, and that we are trying to sell the game. If the presentation looks tacky, then most people would not be drawn towards the game. Harold understood this idea, he really liked how I fixed the layout and background, but
Today I’m not sure if I learned anything from the guys that I didn’t learn the other day. It just seems like we always have to keep defending certain things that should be known by all, such as the quality of a presentation or the meaning behind a title. Compromise, again, had to be made in concern to the visuals in the game though. I feel that if you want to do something and you are unsure if it is allowed, you should speak up; if you have a certain idea that you want to use on a product for a client, you should ask your client about what s/he thinks before ridding yourself of the idea. Who knows, the idea could a grand one in the client’s eyes. I guess what I mainly learned is to expect the unexpected; when things seem to be fine and finished, they aren’t, mini arguments will continue to rise and it’s how you argue the matter to get your ideas across, even if you only reach one other member and not the other.
Meeting #4.5 (b/c of email difficultis)
SP Udate, met with Jack and Max so far
Both Max and Jack gave me a lot of really good ideas that I now need to sort out and figure out what I want to use and what I don't.
Jack said I shouldn't use a projector to display what my computer is already displaying, and suggested I have a map that the viewer can choose points from to view the video of that area. He said I should build a kiosk that has a map of my route with key points on it going southbound and northbound. Those points will be hooked up to sensors that go to an arduino that goes to my computer which Max/MSP/Jitter reads and selects videos that correspond to that location from an array and play it on the projector for the viewer to see. That way the viewer can choose the location, and they can compare my audio thoughts. However, how will I get the audio/video represented??? If I just have one video, the audio can correspond to the video no prob. If there are multiple videos displayed of the same location (like some were suggesting) I could have all the audio playing over top of each other, which doesn't make sense because I want people to be able to hear it. I could have the videos play initially without audio and have the viewer interact to choose the audio - BUT HOW??
I want to have a way to have a map that viewers can select the place they want to watch, and the video and audio just come up. I need to be able to represent my audio and video of multiple video clips all at once.
Max told me I have two forms of mapping going on - thoughts based on geography or location, and my thoughts also make up their own geography. He gave me a few more ideas about how to visually represent my audio and video. I particularly liked the idea of having two projectors playing on opposite walls - one end being going southbound video, and the other going northbound video. That way you're immersed in the space. The video could be the entire trip from end to end, and the viewer could control the video - move it forwards or backwards.
In essence - these two meetings have made me REALLY REALLY CONFUSED. HELP!!!!!
questions
What is Xerox parc?
This is a collaborative project involving a mix of artists and researchers in order to advance in both fields of study. The artists bring in new ideas and ways of thinking and seeing, while new scientific innovations are developed. They are a company that collaborates with others (sponsors and clients) to produce new business concepts to solve current needs and delivers to customers valued creations. Their environment is relaxed with the want to take risks. It is a mix of art and science to create a better output.
His vision consists of collaborations between artists and researchers who often use the same media, though they are usually in different contexts. The result of the collaboration is a creation of interesting art and new scientific innovations. The artist is seen as the leader in creating new ideas and ways of seeing. His idea works on a question answer basis, where “the problems you work on will be the ones you help invent.”
My recent collaboration with the cs people were similar to some aspects of collaborations in the article. I find that in collaborating, as an artist, with engineers, two people from two different worlds, we learned quite a bit from each other. We were the creative minds that guided the engineers towards a different direction; to create a game with a story and concept behind it. This creation led to a merge of two different worlds to make a game for others. There are things that we are still trying to fix; there is a section in the game where one has to talk to someone. Instead of having a command just to happen when the player types in talk, you have to type in talk to so and so. This was somewhat complicated for us which helps them realize that the audience is somewhat limited to what they type. We present another way of thinking. The only difference that I see between our collaboration and theirs would be that we were not paired by interests and was not random.
To make a good collaboration work between artists and scientists is that both groups have to have an open mind and that they are open to change. This thus needs to show a mutual respect of ideas. One can not walk into a collaboration with and “I want this” and “I want that” idea. I also believe that there should be some sort of research prior to the grouping of individuals to find specific interests that each person has and group them accordingly. I believe that I was somewhat lucky in the group that I ended up in. although there were some differences amongst us in ideas and views, we worked cohesively as a group. They both need to have a want to create what they are creating. If not then the project will turn out to be something terrible, and the feeling would be projected in the final project.
JReq - Xerox Parc interview
A program within the Xerox corporation, PARC (Palo Alto Research Center) incorporates the cooperation of both artists and researchers to expand ideas in both fields and help create new ways of seeing the world through experimentation and collaboration.
2. Describe John Seely Brown's vision of collaboration between artists and scientists.
Brown's vision is to have free-thinking, left-brained artists work with logic-minded, right-brained researchers in order to discover well-balanced ideas and solutions to existing problems that benefit both sides.
3. Reflect upon your recent experience with artist-scientist collaboration. What are the connections (if any) between your experience and that described in this article?
Ideally, our experience should be quite similar to Xerox PARC's model. However, factors including meeting conflicts, schedule issues, and level of cooperation of the collaborators exist in our case.
4. What do you think are the ingredients of a good collaboration between artists and scientists? Talk about this in terms of the article and your personal experience.
I believe having artists and scientists agree on a common goal, be interested in the goal, and want to work together to achieve that goal are the ingredients that will result in a successful collaboration. In my experience, such ingredients are essential, as well as maintaining a level of respect and acknowledgment of the collaborators' ideas and concerns.
XeroxPark Collab by Lyuba
Xerox PARC is the scientific research department of Xerox, where scientists develop ideas using current technologies. PAIR was introduced as an artist in residence program to invite artists who may be using the same tools in different contexts to collaborate with the researchers.
Seely attempts to encourage the opening of new frontiers for both artists and scientists. He urges that stepping out of the comfort zone of one's work is key in getting to the root of an issue and progressive, out-of-the-box research. Pitching artists and scientists together stimulates this kind of environment where new paths can be forged in areas that are not only yet unexplored by barely even imagined. Bringing knowledge, personal tastes, and experiences from both (possibly opposing) perspectives into one project is Seely's plan to foster innovative ideas for the future of document-based market as well as informed art. The ability of each collaborator to contribute significant in-depth knowledge to a project that requires expertise from fields as divergent as art and science increases the success of the work.
I found that keeping an open mind during collaboration was most important; it was easy to become frustrated with group members' lack of understanding or desire to compromise. It is true that collaborators from different disciplines have certain ideas about eachother and the value of eachother's contributions. On the other hand, the CS students' technical skills and comfort level with computers and programming was well complimented by my ability to develop narrative ideas (although the CS students had their own ideas and were also open to creative suggestion). In the end, the collaboration may not have worked out as well as Seely proposes it should. Many ideas were compromised on both ends; perhaps more time and a more effective division of responsibilities may have worked along with simply tossing several different collaborators into one project. Reall it helped to have CS students who were a little interested in narrative, and art students who were a little interested in interactive gaming.
Open mindedness must be the first and foremost step in taking on any endeavor; this is most true when working with people from completely different backgrounds. The openness to exchange and development of ideas is as important as the well-honed individual skills possessed by each collaborator. Each collaborator should be a sort of expert in his or her field; the combination of these skills would result in a much better product than would be created by one person who makes art but is also interested in science and dabbles in programming. Results are effective due to technical proficiency, scientific accuracy, as well as creativity that encourages communication. It would also probably be beneficial to uses scientists who are interested in or at least appreciate art, and artists who understand or are inspired by science and technology.
Xerox response question
Xerox PARC is a collaboration effort between scientists/researchers at Xerox and visiting artists. The research they embark on together is completely open-ended and is expected to be radical. The reason for its existence is to foster new thought and research without the hindrance of money and resources. By bringing together professionals of two different fields such as this, the artist (usually dealing with digital media) can collaborate with the researcher/scientist to create new works of art or technologies not otherwise envisioned or tested in a normal setting.
JSB believes the relationship between the two sides should be completely open. There should be no traditional limitations, and the only limitation is in the mind of the participants. Beyond the bounds of traditional aesthetics lies truly radical research where prior notions are thrown out the window to make way for new explorations into the realm of digital media.
Certainly the two sides of the collaboration are similar in that the two professions are the same. We were also brought together for similar reason; for the growth of new ideas through differing backgrounds and trains of thought. Even though our level of success in this regard may differ completely from the PARC project, the general idea and motive remains the same.
I think first and foremost, the environment that the collaboration occurs in must be considered. Not only the physical environment, but other factors that may affect it. Resources, money, and motive are factors that constantly must be battled in an academic setting. In the PARC example, motive is opened up by a sole purpose (no distractions) and the abundance of resources helps to prevent limiting thought. In our current setting, such factors can cause issues since the "consequences" or "rewards" for such collaboration are not as easily seen or felt. In a job setting, money is a driving factor. In an academic setting, while a grade should be a driving force, it rarely pushes every member in the collaboration to go the furthest they can. In PARC, all outside factors are removed (or at least that is the attempt) in an effort to allow thought to be the prevailing motivator and nothing else. It is like creating a control situation for an experiment, and outside of an example like PARC, you have a hard time finding that balance.
CS group meeting, almost there!
Last night we didn't do as much collaborative work as individual work. We all were off doing something - the CS guys were building some rooms for the presentation, and I was making a powerpoint for them. Jason came in late, but he had some ideas for puzzles that he ran by us, and we added some ideas to them.
I'm still a little worried about how little we've gotten done, but I think for the most part we have enough for the presentation - I don't think the presentation is supposed to be long from what the CS guys tell me (no more than 4 minutes).
I'm still finding it difficult to really get some good ideas being thrown back and forth. Last night I tried to stay a bit more quiet to hear what the others were thinking (because I had done a lot of talking before), and it seemed like some parts were still fuzzy to the others, but we sorted it out. Josh and Jason started working really well throwing some puzzle ideas back and forth while Steve and I were working on our tasks. I'm noticing that now that it's crunch time, I'm seeing more output from our CS partners, which is good, but I wish I had that energy from the beginning. I really think they work well with due dates, and if I were to do this again, I would probably make a specific outline for everyone, so they know what they need to accomplish and when. Also, questions always seem to be good, from both ends. They were asking us some questions last night which made me very happy to know they're thinking conceptually as well.
Reaction to Parc article
What was xerox parc?
- Xerox Parc is an artist in residence program where artists in new media are pared with researchers in order to come up with ideas and new ways of thinking.
Describe John Seely Brown's vision of collaboration between artists and scientists.
- John Seely Brown's vision of collaboration between artists and scientists is borderline creepy (and extremely political). It's absolutely obvious that JSB was gung-ho (is that how you spell it?) about artists and scientists collaborating. I really found it hard to get past all the propaganda and make it through the reading. He talks about artist researchers as being "role models", creating new ways of seeing the world (what world?), and the whole thing about "rich gold" and a bunch of other stuff that I didn't really agree with at all (but I guess the answer to this question doesn't come from being a cynical critic). The answer is: JSB felt that when artists and scientists collaborate great new ideas come forth.
Reflect upon your recent experience with artist-scientist collaboration. What are the connections (if any) between your experience and that described in this article?
-I don't feel like collaboration b/w cs and art was as successful as this guy feels it is. I mean... in our group a lot of the artistic creativity was stifled in the beginning, making it a little frustrating to further the practice of "ai". It wasn't like the ideal situation that JSB suggests happens when art and science syntesize. I'm certain that there was no pushing the boundaries or "avante-guarde" stuff going on.
What do you think are the ingredients of a good collaboration between artists and scientists? Talk about this in terms of the article and your personal experience.
I agree with JSB about the pairing of artist and scientist as being everything. Creativity can't happen if there isn't any chemistry.
Xerox Parc
a collaboration project that they hope will lead to breakthroughs. They stay very loose in their approach, prefering to take risks and give up more methodical methods in favor of new and varied ones. It is a paring of the artist and the researcher to get a better output
Describe John Seely Brown's vision of collaboration between artists and scientists.
He says that individuals from two areas with similar interests will work together and feed off of each other. The artist is supposed to be a role model to help the researcher to go beyond the frame and reinvent. But the artist is a role model in a way that allows both them and the artist to work together.
Reflect upon your recent experience with artist-scientist collaboration. What are the connections (if any) between your experience and that described in this article?
I think our goals were the same in that we are supposed help the CS people to go beyond the framework and push themselved creatively. However I also think the ideal is something to be strived for and sometimes just not obtained. I think a difference between our collaboration and theres was that our partners were random and werent paired by any kind of interest.
What do you think are the ingredients of a good collaboration between artists and scientists? Talk about this in terms of the article and your personal experience.
I think a good collaboration 1st and foremost needs to have both sides interested and wanting to work together. There has to be a desire or it will fail. From my experiences there needs to be mutual respect for the ideas of the other party, and also there needs to be a critical aesthetic in which both sides are able to share ideas and give each other feedback without worrying that they are stepping on the others toes.
Xerox PARC response
The COMPANY PARC (Palo Alto Research Center) collaborates with sponsors and clients to discover breakthrough business concepts that solve real needs, and transform how enterprises deliver value to customers. John Seely Brown is his own boss at Xerox, but it's still part of PARC. His vision is to pair up artists and scientists who are interested in similar topics so they can help each other get new ideas and further development of the topic.
There are some similarities between this pairing at Xerox PARC and my collaboration. We are both students looking to create digital media - for us it's art, and for them it's a game. By pairing up, we learn from each other. They know a lot of programming and game strategies, and we know a lot about context and design. We aren't exactly working or researching the same things as they are, so in a different circumstance we might never have worked together, but it's still a pairing of two mindsets.
I think a good pairing needs to have two people from two different fields who are open minded enough to get help from someone else. They also need to have a common goal. If they are too closely related, there won't be as many radical ideas being thrown out. But if they're not related enough, there won't be any collaboration. Like JSB says, "as long as you can provide the right -- what I call gradient -- the right field forces that cause things to grow in certain directions, like the Sun ‘pulling’ plants in a certain direction - if you can honour the context -- then you can produce great things collaboratively." I think my group pairing works pretty well because we're all open minded to the other's ideas, but there is a separation of knowledge between the computer science and art majors. However, I feel the CS people could input more of their ideas. They seem to rather be told the ideas so they can just do it.
email update on interactive fiction project
Here’s a screen shot of one powerpoint slide. The colors, the style, it doesn’t go with the rainforest motif. I emailed the guys back saying that the colors and style look like something from an oriental asian theme. It’s also very girly, which probably won’t make others want to play the game. We’ll probably keep in touch with them until the presentation. If the guys are meeting up tomorrow after class I may just head over there. I still personally think that we should meet up, go over the game together, and if there are any discrepancies then we deal with it on the spot. If, Farrell can’t make it tomorrow, then at least I’ll be there… I’m not sure if these engineers understand the project pitch idea and trying to make the presentation cool, cool enough to play. I guess we’ll see what happens tomorrow.
senior proj
just a little update, my project is about stress and trying to get people to think about stress in concern to their life. i talked to jack today and found that it was helpful. he was suggesting that as i go over the journal entries, try to find a common ground that everyone can relate to. like if there's a certain reoccurring stress factor, make it big and elaborate on the installation space. he gave me an example, valentine's day, if i chose to go this route, make it so that people can relate to it. maybe think about the items used for my project. instead of clear or white fabric, pink. think about meaning in relation to color. spacewise, if i wanted it overwhelming it would be interesting to fill the entire corridor hallway to the library with columns of fabric. overwhelm the space. " the corridor" of stress. that's if i use it. here are the mini maquettes of my ideas on how the piece will look. led lights will be used. i want to also show correlations between each day on what stressed me out. the lights and wires will be connected in a manner in order to map these reoccurrances. the lights will be used in a manner where if a viewer wants to see specific correlations, they would be able to by activating some type of switch.

oh and the other day i went by some gallery spaces including the grad show, here are some pics.
the first two are of the gallery space next to the hippodrome, a very beautiful space. the other was in the butler plaza and like lyuba said, it was huge. the projects in the space seemed so small and seemed overpowered by the space. i kind of wished that they put more projects than just one in that space. utilize it yanno. there are some pics of the show as well.






Tuesday, February 20, 2007
Group RXN 4: Email Contacts
Monday, February 19, 2007
Manatee Information Links
Manatee Information Links:
http://www.manateeinfo.com/html/flash.html
Once you get past the initial intro, this Flash site has a very interesting layout and design, with information about manatees and swimming with them.
http://sofia.usgs.gov/geer/2003/posters/radiotrack/
USGS South Florida Information Access – Along with manatee images, there are diagrams of how they track the manatees and what they use. There are also many good images and maps (colorful J) of the tracking and movements of the manatees.
http://sofia.usgs.gov/publications/posters/manatee_winter/
USGS
http://gis.broward.org/maps/Manatee/index.htm
Broward Country GIS maps of manatee locations – There are maps of manatee mortality, Port Everglades facilities, surface water monitoring, ground water monitoring, etc. There seems to be reliable information for boaters.
http://www.learner.org/jnorth/images/graphics/m/manatee_map020602.gif
This is just an image of a manatee migration map, spring 2002.
http://www.jupiterinletdistrict.org/BoatersGuide/info_speedzonemap.html
Map of Jupiter Inlet and the
http://www.jupiterinletdistrict.org/BoatersGuide/info_interactivemap.html
Interactive Map from Jupiter Inlet site (slow loading). Points of interest: Marina Maps, Movable Bridge Table, Speed Zone Map, Resource Directory
http://www.savethemanatee.org/btsigns.htm
Pictures of signs found in slow manatee zones. The symbols may be useful for our interactive map.
http://cars.er.usgs.gov/posters/Manatee/Agent_Based_Manatee_Model/agent_based_manatee_model.html
"Structure and Parameterization of an Agent-based Manatee Model for
http://www.learner.org/jnorth/spring2004/manatee/Update033104.html
More manatee tracking with emphasis on food habits, with maps and photos.
http://www.manateecam.com/manateecam.html
A live webcam underwater that refreshes every 30 seconds.
http://4adventure.com/SWF/aaa_manatees.aspx
Sea World's Manatee Rescue Page- there isn’t a whole lot of manatee information, but the design of the page is nice. There are some bubble animations at the top, and the colors are nice.
http://www.thewildones.org/Animals/manatee.html
West Indian Manatee website, there is a cute picture of a manatee on here, but that’s about it.
some categories of stuff
http://www.escambia.k12.fl.us/schscnts/ense/webquests/images/mantswim.gif
manatee gif
http://www.thewildones.org/Animals/manatee.html
sketches, pics
- SYMBOLOGY/SIGNS
http://www.savethemanatee.org/btsigns.htm
slow speed signs
http://consensus.fsu.edu/manatee/Survey_Comments/com_boat_b5.html
sign info
FLASH
- Technical
http://www.templatekit.com/tstore/product_info.php?products_id=254
example using XML with Flash
http://fallscreek.com.au/map/
colorful, overlays of information on the map with photo pop up.
http://www.flashmapusa.com/us_flash_map/real_estate_maps.htm
sideway view animation of a map
http://www.wizeguides.com/wizeguides/
the idea of 2 views of the map at all times so that the user doesnt become disoriented.
http://www.seaworld.com/sw_index.aspx
nice water rollover
http://jimmyjohns.com/
very sleek
- Unique Styles of Maps:
http://justin.everett-church.com/ymaps/radarMaps.html
- radar map
http://justin.everett-church.com/ymaps/pirateMaps.html
- pirate map
Manatee Flash site and pics
Once you get past the initial intro, this Flash site has a very interesting layout and design, with information about manatees and swimming with them.
MANATEE PICS:
http://www.deviantart.com/deviation/44702138/?qo=2&q=manatee&qh=boost%3Apopular+age_sigma%3A24h+age_scale%3A5
http://www.savethemanatee.com/manatee.drawing2.gif

http://tn1-3.deviantart.com/150/fs7.deviantart.com/i/2005/226/1/b/Bee_Bee_Manatee_by_cme.jpg

http://rvsd.marin.k12.ca.us/whitehill/studentwork/manatees/images/manateedraw1.jpg

http://www.childstoryhour.com/images/coloring/manatee.gif
AI Project Documentation


Collaboration Update:
*Ive had blogging problems so this was prewritten and waiting to get posted*
So me and Brandon met amongst ourselves to figure out 1st what we wanted to do story wise, so that we could be on the same page when we met with the rest of the group. The main thing me and him have clung to since the start of this was the idea of treating the rooms only as far as the coding goes. We thought it would be more interesting to get away from a generic "navigate the mall" scenario. Anyways we mulled over a lot of ideas and traded criticisms, but weve basically narrowed down the a general concept for a story, which involves ideas like determinism and the futility of regret. Our character is going to have some kind of dream in the beginning thatact as a catalys of the adventure. We are still working out the details, we just have a general idea for structure, because thats what we needed to come up with a room design.
Our text adventure we have come up with takes place through 13 rooms. Since our "rooms" arent really rooms, but more so instances of time in the story, the user will be forced to proceed forward throughout the adventure. There are 4 different endings. And anyway the user decides to proceed, the journey from the start mark to the end mark will consist of 4 rooms, and 2 instance where the user has to decide in on a path to take. The other rooms will have a puzzle that the user must figure out or do before they can proceed. So every path will be the same experience in general but the story elements will be different. We did this so that it will be easier to make all the story segments in the different rooms to correlate and cohere with each other.
After me and Brandon had worked out some ideas we then presented them to Bo. We met for about an hour and talked about what we had been thinking and showed him our room designs. Hes been really receptive to our ideas. During our meet I began to worry that Bo might have different or other ideas but be hesitant to interject them into the meet. I think from the arts side of things we are more used to a critique settings. In every class im in a situation where i discuss my work and the work of my peers, and we trade criticism and praise of the work. I think over the years that has improved my mentality in the collaboration atmosphere because I'm used to participating in that kind of discussion where there are different opinions at work. If my ideas aren't popular ones I am not going to be offended if someone else objects to them. So I started to ask Bo directed questions to really get his thoughts out. Instead of asking him "do you like this or that", I asked him "how" questions, or things like what he thinks would specifically help in certain areas. I just didnt want our side to be the only sources of creativity at work. And it worked, he opened up more and actually had some good ideas like what if we had the character do something in one "room" that affected what the user can do in another room. Im glad that its been going smoothly. I admit I went into thing believing that my ideas would be viewed with a stereotypical bias and that I would have to work to make sure they were heard. But so far its been going well. The main thing though that I would say I've noticed is me and Brandon have been more willing to openly exchange ideas, where as with the other side of the group there is a hesitancy. It made me realize the actual impact my classes have had on me. I think i used to have a similar kind of hesitancy when I 1st began here. Our other group member has continued to be elusive and unresponsive for the most part to emails. Since our other member has class with him he is going to physically get to him to make sure that he does his share of the coding.
Manatee map links and stuff
here' a crappy paint skecth of a map idea, the map window is framed by a little scene of graphic symbols, but i think this is a pretty recognizeable manatee silhouette above^Florida Manatee (Trichechus manatus latirostrus)
some links (mostly about manatee tracking, speed zones, and other info):http://www.jupiterinletdistrict.org/BoatersGuide/info_speedzonemap.html manatee speed zone map** related page:
http://www.jupiterinletdistrict.org/BoatersGuide/info_interactivemap.html# "interactive boaters guide" map
http://www.thewildones.org/Animals/manatee.html lots of kids drawings of manatees and some info
seems like all the florida govermnet sites on manatees and speed zone maps are down, cannot be found? or never updated.. i hate this about many non profit or environment related resources - never updating their websites.. mid 90s web design if there is somehting.. it woulkd be lucky to even find images as many of them are jsut text and lines ----------- what's going on? i'm glad the seagrant people have decided to redo their site even if flash seems like a little too much for them.. guess those office crappy computer people will have to deal with it but at leats they may be able to keep their attention on the info instead of getting lost in a sea of poorly formatted text..
http://www.savethemanatee.org/btsigns.htm pictures of signs found in slow manatee zones**http://consensus.fsu.edu/manatee/Survey_Comments/com_boat_b5.html a long writeup on why exisitng signs are hard to read and what could make them better, kind of interesting
http://cars.er.usgs.gov/posters/Manatee/Agent_Based_Manatee_Model/agent_based_manatee_model.html "Structure and Parameterization of an Agent-based Manatee Model for Southwestern Florida" heh heh info about GPS tracking of one manatee with some charts maps and photos
http://sofia.usgs.gov/publications/posters/manatee_winter/ more GPS on manatees
http://www.learner.org/jnorth/spring2004/manatee/Update033104.html more manatee tracking with emphasis on food habits, with maps, other info about food
weird picture of manatee mouth?
http://www.manateecam.com/manateecam.html looks like it is possible! manatee cam, photos, facts..http://edweb.sdsu.edu/wip/examples/manatee/manatee_t_files/manatee.gif nice simple manatee picture
http://www.learner.org/jnorth/images/graphics/m/manatee_transmitter_illustration.gif diagram of how tracking device is attached to the manatee tail**
http://www.learner.org/jnorth/images/graphics/m/manatee_transmitter_photo1.gif crappy photo of transmitter on manatee.. looks like it doesn't really stick up but is just floating sort of on top of him
http://www.webdesignfromscratch.com/current-style.cfm the link isn't that important, but maybe a boringish business page type style would be effective here (if mixed with somehting attention grabbing, stylish, maybe even cute? hah) -i am thinking easy and like windows in appearance or something (bleh, but basically you know - recognizeable)**
Sunday, February 18, 2007
Map updating cuz
I would like to take the lead on the technical side for the project. I would like to give out specific jobs for our group so that everyone learns some Flash along the way. I'm more than welcome to help you all, but I think it would be unfair to you all if Kim and I did the coding. It would do you all no good in learning it, so I want to make sure I can help to that end. I'm open to opinions and discussion on my suggestion.
So ya, that is where I see us being at. In terms of actually showing them, the 352 link and the sky resort one would be good. The 352 one demonstrates the XML information, and I have access to it's source code.
xml and flash
xml and flash 1
loading xml in flash
more xml file with flash
implementation ideas for mapping
Because we are creating a flash based map, we are some what limited on the approaches towards the making of it. One way that was discussed the other day would be an integration of flash and xml. From what
AI project update thingy

At our second kind of meeting, we basically explained the whole thing to Bo. See, as you would expect, the other partner still hasn't shown. He says that other than a few specific times that we cant guarantee, he is unable to help. He basically just said let him know what he can do, ya, real help. I wish it were that easy. So, back to the thing with Bo. We tried to flesh our the puzzle-type things a bit. Searching for things, deciphering codes, small things of that nature that can be done with pure text. He did assure us that we wouldn't have to worry about the Adrift coding. He seems to have a good grip on the program, and he is making an effort in his own time to understand what we need so when we talk to him he already is on the same page about how to do it. He is still under the impression it is 5 rooms, but considering he seems to be on his own, it doesn't seem like an unreasonable request. He did say his part needed 5 objects, but that plays into our concept well enough as is.
As was kind of said here, but I will reiterate, Dominick and I are fleshing out the story and should be handing (e-mailing) it to Bo and the other guy in the next day or two. It shouldn't be a problem because the basic format will be done.
Zero contact (cs group update)
Friday, February 16, 2007
next cs meeting
Me and Farrell met up with the two cs guys again on Thursday the 15th. I keep mentioning them as the cs guys or engineering guys, their names are Brandon and Harold. Harold was the guy that I had problems with and
jpeg map here's the link to the pdf file
Farrell exclaimed that we really needed to continue with the plot and finish the storyline. So I went ahead and opened the indesign file I had created the other day of the mapping. By then,
While we, Brandon, Farrell, and I continued to work on the narrative, Harold worked on making the game fuller than what he had already made in adrift. In the middle of finishing the storyline, Harold became really excited. He found out how to place a jpg image into adrift. I thought that it was the funniest thing. It looked terrible, he created it using paint, but at least he knew that it was terrible. Later he created another image of the plane crash, again terrible, but funny. It was all good. We all thought that it was awesome how he was able to do that. As we finished the plot, we realized that we wouldn’t be able to go with some of the endings that we had created the other day, which was ok. We just took out some of the things that didn’t go with the story that we already had. I was kind of upset that we didn’t implement the bartering system, especially when someone encounters an indigenous culture, I thought that bartering, instead of using money, was an interesting idea. It would take another thing away from what we usually do in the
As for what I learned during this meeting, I found that it was easier to work on what we wanted to work on. Although I realize that in the real world we would have to actually designate certain roles to people because people sometimes need guidance and assigned roles. It just turned out really well that I took on the role of recording the plot, Farrell and Brandon were really the creative minds, I assisted here and there with my thoughts while drawing out the map, and Harold took on the role of creating the actual game. The only thing that I feel bad about is that I can’t really help him make the game. It doesn’t seem like
