November 16th, 2007
Dr. Roberto Dillon has written this article about his Music-Emotion Driven Game Engine. I think this idea to really have potential.
Music-Emotion Driven Game Engine
In the fast developing world of videogames, sound has traditionally played a less important role than other features, such as graphics. Nonetheless, recently, due to the latest technological advances, both developers and audiences alike have understood how much sound and music can do to enhance gaming experiences and increase the overall realism and emotional impact of virtual worlds.
Today, many music games are being released with great acclaim on different formats but many of these games tend to be in the rhythm/action category where the player is actually “reacting” to music while a real and natural “interaction” with this medium is still lacking.
This aspect is currently being addressed by a team of researchers and developers at Nanyang Polytechnic in Singapore, led by Italian computer engineer Dr. Roberto Dillon, with a project codenamed M-EDGE (”Music-Emotion Driven Game Engine”) which is fully supported by the National Research Foundation of Singapore.
The underlying idea of the project is to assess and further investigate music related cognitive science topics and integrate the results into games by designing and developing an interactive and emotionally-aware musical game engine that enables players to experiment with a completely new gaming interface.
In fact, by using this engine as a development tool, game developers will be able to build content on top of it where players are not limited to control their actions in the virtual world by using standard interfaces, like a mouse or keyboard, but also to directly affect the game progress by expressing emotional content through the playing of a real musical instrument.
To accomplish this, M-EDGE will be developed to recognize different basic emotions (like happiness, sadness and anger) as expressed by players in their musical playing on an instrument of their choice like flute, guitar, violin or drums.
This information can then be used to control the game accordingly by allowing the player’s in-game character to perform particular tasks or by developing the game story in particular directions. For example, one of the games currently being designed by Dr. Dillon to test the system capabilities is based on the well known legend of the Pied Piper of Hamelin. In the game the player will impersonate the Piper himself by actually playing a flute and go through the storyline, including its multiple endings as described by different versions of the original legend, according to the emotions he will be able to express through his very own playing and hence decide the fate of Hamelin young people.
Obviously, this kind of games would be a great tool for players who have previous musical knowledge and know how to play a musical instrument, nonetheless special attention will also be dedicated to give a chance of successful playing to people who never played music before. This will be achieved by allowing prospective players to experiment with simple percussive instruments so as to give a chance and an incentive to get into the fascinating world of music making through games to as many people as possible.
The Singaporean team believes the concept of an emotion-based music game engine like this would represent a leap forward within the music games genre and could also have a strong potential for commercial exploitations, besides having a valuable educational side. In fact, as suggested, it will actually encourage people to learn and practice music through a challenging and fun tool where all players, from beginners to professionals, will be given a chance to freely express themselves through music, something no other game has ever done before.
Besides these, more serious and medical applications could also be possible: the final framework could, in fact, be a valuable tool in assisting emotionally impaired people to practice and experiment with their feelings under supervision of a physician/psychologist.
The project, though still in its early stages, is raising a good interest in the gaming community and has already been presented at the Game Convention Asia Conference in Singapore last September. For those interested, slides of the presentation can be downloaded from Dr. Dillon’s website.
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November 14th, 2007
This is a special article written for us by James N. Weber. He has worked on Socially Aware Media, especially documentaries, in South Africa, the Dominican Republic, Honduras, and Mexico, and is currently working on a project on food security in Guatemala. His work and more info can be found at his homepage.
How to make a Documentary
On the video shelf where the Dewey Decimal starts with a number, there is an odd conglomeration of videos: a man gorging himself on fries, some guy living with grizzlies, and a bunch of slide shows of old wars. It’s the documentary shelf, a mix of the sensational, humorous, serious, and (supposedly) true videos.
So let’s say you want to get your work on that shelf. Maybe you know this awesome woman down the street who invents things. Or maybe you’re interested in the affects of high fructose corn syrup on your body. Here’s how you can do it, and really, you can.
Throughout my experience with documentaries, I’ve developed what I call Socially Aware Media. In other words, I try to make sure that my projects are dedicated to making life better for people, or at the very least, trying not to hurt people. A key issue for me is how people are portrayed, as many of the people I interview or film are oppressed in some way. I do my best to treat them with respect, and try to convey their own words, instead of shaping it into the message that I (or the intended audience) would like to hear.
To give you an idea on what it takes to make a documentary yourself, I’ll use my biggest documentary, Fuerza, as an example. Fuerza is a 30 minute documentary on immigration from Apan, Hidalgo, Mexico, to Goshen, Indiana, U.S.A. I and three others started pre-production in November of 2005, and then put together a short proposal (video and written), which we submitted for a grant in spring 2006. The grant was a meager $5,000 (mostly for travel) plus access to equipment and editing space.
Through the summer of 2006, we conducted interviews and taping, making sure we got some major events such as protests and important local meetings. In late August, we spent a week in Apan, where we interviewed tons of people who had lived in Goshen or had family in Goshen, as well as city officials. Then we spent three days at the border, interviewing the border patrol and attending a press conference for Secretary of Homeland Security Michael Chertoff.
After the trip, we tracked down some pivotal interviews, and interviewed local politicians, and started transcribing, translating, and writing the script. Finally, we started with the actual edit. By this time, I was spending 40 hours a week on the video, on top of my college classes, in order to have it ready by our premiere date in November 2006.
We premiered it a year after we started preproduction, on November 9, 2006, to a packed theater in downtown Goshen. Since then, we’ve sold hundreds of DVDs and been invited to show the film and speak at universities like Notre Dame, churches, schools, and homes.
One of the biggest challenges to making a documentary is finding the money. You’ll want about $1000 per minute of final product. At least. And if you’re wanting to make money, find another career (or more likely, hobby). There is very little money to be made, and very few documentaries actually become profitable. On the projects I’ve completed so far, I stand to actually make about $200 total (plus a lot of travel). So I do this because I love it.
In Fuerza, we had a lot of difficulty knowing how to apply some of the ideas of Socially Aware Media to a scene where a Mexican mother breaks down and cries over her son who had emigrated to the U.S. It’s a highly emotional scene, with footage of the son watching the video of his mother cry, followed by a heartfelt directive from mother to son to “Work hard so you can return home.”
We ended up cutting time the mother cries in half, and then probably half again, until we reached a point that did not gloss over the pain she felt, but also didn’t exploit either the mother or the audience.
So if you have an idea for a documentary, do it! Go find the money, and if you can’t, there are ways of doing it dirt cheap.
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November 9th, 2007
Jeremy White wrote this article exclusively for us. Jeremy is currently in the throngs of several projects and sub projects in digital art (2d here, 3d there), computer programming, and some hobby-level music production. Actually, all of it is hobby level, but… who cares? I consider Jeremy a real artist, read the article and you’ll know why.
A passion for Digital Painting
Hello! I’ve been doing digital painting for a surprisingly short amount of time, but thought that since I’ve got around two years under my belt, I might as well voice some thoughts on the subject. I’m only a hobbyist, but I’ve graduated to CS3 recently and have had a Wacom tablet for some time and it appears that’s the standard layout for most people.
I started art when I was very young in the sense that I enjoyed writing short stories and loved to try to draw Ren & Stimpy characters. Sadly, I let that die away when I reached high school and never really cared again for art until things came to college. I found myself so bored in calculus and other studies that I’d draw in my notebook. At some point, I got very addicted to drawing my dreams and yet I couldn’t get color because I didn’t really want to mess with paint in a dorm room. Anyone who’s been there knows that they don’t take lightly to anyone getting paint all over the furniture and I just knew that’s the kind of person I am. That’s right… my first impulse was that digital art was pretty clean. And I’m no neat-freak in any capacity. My room vacillates from messy to sterile several times a month.
So, going in to digital painting, my inspirations were people who did a lot of concept art and also landscapes. One especially prominent fellow comes to mind whom you can look at over here. An example of his 2d digital painting style is here. Some artists avoid stroke work and try to be purely realistic but I especially think the joy comes out when you can blend things fairly well. I’m trying to get there, but sometimes I veer off like in the art work of paper XI. A good tutorial of his method can be found here (I love this method too… forgive my bias here).Someone once told me “Wow… it’s like painting with pen-pricks of light”. I especially enjoy the feeling of wielding millions of little variable colored flashlights. It’s an entirely different thing when you print your work out, but I prefer to keep it all digital when possible. I guess it feels cool to throw out something you did with no real cost on how many copies you make. I know that people steal digital media left and right, too. I don’t so much care about ‘pirates’, but when I say “steal”, I speak of those who claim they did a piece of work when in fact it was based on someone else’s effort or maybe entirely just a copy. It’s a very tragic side effect.
Still, it’s amazingly fun to look back from digital painting and smile and say to a traditionalist “Hey, does your oil paint have an Undo? My media does.” But sadly, when I go back to drawing on paper, I find myself searching for Ctrl-Z all the time and looking like a goofball.
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November 7th, 2007
We interview Adrian Grigore, president of Lobstersoft, an independent casual games developer from Fulda, Germany. Their company consists of 2 people, although they have outsourced some parts of the development to freelance graphics and music artists when creating Gemsweeper. Gemsweeper is their latest title, a PC puzzle game.
MM: Adrian, what can you tell me about the actual situation of independent videogame developers?
AG: Life as an independent game developer has always been a lot of fun. It requires a lot of dedication, but it is hugely rewarding to watch other people happily play your game once it is finished.Being your own boss also has its advantages. I love having the freedom to work whenever I want, as long as I want and wherever I want. I’m not sure if I could take my laptop and work outside in the garden on a beautiful summer day in a “regular” company.
Business-wise things have changed a quite bit during the last 4 years.
Casual games have become a huge trend and lots of larger companies have entered the market. There is a lot more competition and both budgets and production values have increased dramatically, making it much harder for small developers to keep up.
For example, a VC funded games company outsourcing development to Eastern Europe can afford to produce 10 titles even if most of them don’t recoup the production budgets. As long as just one title reaches AAA status, this can still be a profitable business strategy. Most indie game developers cannot afford to do this.
There are still great opportunities on the casual games market for indie developers if you have a good innovative idea. It is not easy to succeed though and opportunities are not quite as good as they used to be a few years ago.
Can we talk about the relationship between the big distributors and the independent developers like a “collision”?
The rise of huge game portals such as RealArcade or Bigfish Games during the last few years also caused a drop in (games-related) traffic to the traditional shareware sites. Indie game developers have therefore become dependent on the portals.Teaming up with a publisher / distributor can be a good way for indie developers to get more publicity on the portals. This is also what we have done for our latest title Gemsweeper.
How did you have the idea to found Lobstersoft?
I started creating my first game called “Five+” just to practice C++ programming while I was studying at university. The game was free at first, people only had to send me an e-mail if they wanted to have an unlock code for the full version.After just a few days I got so many e-mails that I had to think of a way to automate registration key submission. I was also surprised to see that a magazine wanted to include the game on their cover mount CD. Then I found one of the first shareware payment processors and decided to convert to Five+ a shareware game.
Your next projects?
We are working on a sequel to Gemsweeper and on a subscription-based web site. The website is not gaming-related, but I never saw myself solely as a game developer, even if computer games have always been one of my favorite pastimes.
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November 7th, 2007
This is the Part Two of the powerful article by Deremiah. (Part One)
RELATIONSHIPS INFLUENCE THE POWER OF YOUR IDEAS…
Brian Tracy who has done a lot of research to compile the information in his wonderful book “CREATE YOUR OWN FUTURE” expresses in Chapter 7, page 115 that Relationships Are Essential toward the development of your future. The Power of Ideas are improved by the friendships we develop and nurture. Most people underestimate how their friends impact the direction they are going and will continue to go in as a result of the company they choose. Sometimes you have to realign yourself with new partnerships in business, new personal and business relationships just to place yourself in a more positively influential environment with others who have the same values that you do. When you begin to hang out, spend time talking with people who reflect the kinds of attitudes that uplift you. It’s just as important to get yourself moving in the right direction as it is to get an electric current to the right appliance or device you’re trying to power. Like electric current powerful ideas have to be directed. It’s very important that if we want to be successful business people that we need to hang out with other successful business people. If you want to be elevating the level of the power of your ideas you need to begin to elevate your level of friendships. Edward Bernays said it best in his book called “Propaganda” where he references many times that a large volume of our society is often being governed by a small handful of influential people. So who are the small influential players in your commiunity? How could you influence the relationships you desire to have in the art world, the music world, or the business world that governs a great deal of the future direction of those industries? Finally how can you gain recognition and be known as one of the Kings or Queens of your industry?
ELECTRICITY AND THE POWER OF IDEAS BOTH OPERATE IN STREAMS…
Real electric power moves in streams we call currents. Those currents flow in the direction we aim them in. Now the Power of Ideas works the same way. The more powerful the idea the more others join in to move along with the flow of our stream. So it becomes very important that others know that the ideas that we have are electric. The sooner others find out and hear or see the impact that our elecritc current has the better it is for us and the sooner they can jump into the stream and add to the flow of the current. When an idea doesn’t have a charge it will fail to add it’s electricity to the atmosphere. It’s like the creative atmosphere of our house when I was a child was conducive for bringing about more artistic gifts because the atmosphere was charged with a certain current for the arts. How can you charge the atmosphere of your home or your job to create the type of electricity that gives your ideas the power to channel themselves into a boisterous stream that grows?
WHAT YOU CAN DO RIGHT NOW TO INFLUENCE THE POWER OF YOUR IDEAS.
I have over 21 things you can do to unleash the “Power of Ideas” but I’ll give you 4 today that will free you up to live more creatively right now. If you’d like to get 3 more Free ideas shoot me an email at deremiahcpe@gmail.com . And the first 20 people to respond who use the headline “More Power of Ideas for me, Deremiah *CPE” and give me their name and mailing address I’ll give you a Free opportunity to coach you via email (which means I’ll respond to no more than 7 of your emails…working toward helping you to solve the problem). Here are the four I said I would share with you right now.
1.) Make a list of 7 people you’d like to meet and then get on the internet and get to introducing yourself.
2.) Get a journal today and start using your journal like a Fishing Net to capture all the ideas you’re loosing.
3.) Turn your TV off for the next 30 days and dedicate your TV time to making one or more goals develop.
4.) Get a pack of 25 Thank you cards and force yourself to Thank at least 5 people everyday.
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