Sunday, December 15, 2013

Immersive Education at Boston College

These are my assignments from the Immersive Education course that I am taking at Boston College. The course is called Video Games and Virtual Reality. To learn more visit the Immersive Education portal at http://ImmersiveEducation.org/@/bc

I worked on a number of these assignments with my fellow classmates. This semester I took the course with:

Diana                    -  http://dcmt358.blogspot.com/
Suzanne                -  http://svmt35801.blogspot.com/
Jeff                       -  http://immersiveeducationjeff.blogspot.com/
Noah                    -  http://anonymousinsider.blogspot.com/
AJ                        -  http://ajprince15.blogspot.com/
Gregory                -  http://virtualgregd.blogspot.com/
Matt                     -  http://mstrub.blogspot.com/
Michael                -  http://michaellrodriguez.blogspot.com/
Sam                     -  http://617music.blogspot.com/
Ryan                    -  http://chroniclero.blogspot.com/

Amanda               -  http://virtual35801.blogspot.com/

Class #14: World of Warcraft Machinima




I had quite a bit of technical difficulty with Camtasia for some reason.  I lost hours worth of work and lots of recorded footage.  This is what you get.

Class #14: Machinima

          Machinima, or machine cinema, is a genre or art form that utilizes computer graphics to make a cinematic production.  This is typically done using video games as the primary medium for the basis of the story line.  With the onset of video games in the late 80s and early 90s, crafty players began taking their scripted game characters and creating independent animated stories.
          Machinima really came into play once the technology existed to capture and produce animations effectively.  The Quake engine facilitated the rise of machinima by incorporating open architecture and the independent development of software "mods," or modifications.  The first community accepted, examples of machinima are known as the "Quake Movies."  Teams of people would script encounters and film themselves performing in-game activities and later produce an animated recreation of the events following a story line.  Diary of a Camper is touted as the original machinima movie.
          Machinima differs from typical computer animated movies such as Toy Story or Despicable Me, in that, by using video games as the basis for development, the animator, or machinimator does not have to worry about constructing a 3D world from the ground up.  All of the rendering, modeling, and development of a 3D graphics engine has been done already by the game's creators.  Instead, machinimators take on the role of a movie director of sorts, artfully directing and composing video game characters into an animated story. There are no live or recorded actors to manage, no hollywood salaries or egos.  This has major implications in terms of budgeting and production time.  Machinima costs a minute fraction of what it costs to produce a typical animated film.
          Simply put, machinima is used for entertainment and story telling.  More often then not, machinima is humorous and takes a satirical approach to trending topics or games.  Machinima techniques are often used in conjunction with technology festivals or "CONs," as a means of conveying information through humorous and interesting mediums.  The popularity of machinima has even lead major developers like Blizzard Entertainment to sponsor machinima competitions, featuring their World of Warcraft game.  Machinimators used World of Warcraft to create animated shorts in competition for prizes and accolades.


Sources:

http://en.wikipedia.org/wiki/Machinima
http://www.zeitbrand.de/machiniBlog/WhatIsMachinima.html
http://www.howstuffworks.com/machinima.htm


Three of my favorites:

WARNING:  Mature Language!


!

!

Class #14: IMMERSIVE EDUCATION: THE FUTURE OF BUSINESS AND LEADERSHIP

          The business culture of the future is becoming increasingly more virtual and distributed as it conforms to an increasingly global, yet inter-connected, world.  In an effort to stay relevant, corporations are going to be forced to innovate and cultivate new leadership personnel and ideals from more diverse populations.  Both articles, are collaborative reports produced by IBM, outlining the parallels between leaders in gaming communities and the corporate world.  "Real Leaders:  Online games put the future of business leadership on display" lays the groundwork for understanding the study and the parallels drawn therein, while "Leadership in a Distributed World:  Lessons from online gaming" dives deep into the details.  Using a model established at the MIT Sloan school of Management, IBM surveyed 214 of their own employees who were also active in online gaming communities.  They focused primarily on four significant elements of leadership:  Visioning, Sense-making, Relating, and Inventing.  The results derived from this innovative research have interesting implications for the corporate leaders of the future.  Many tried and true staples of management could be turned on their heads by emerging leaders with a background in online gaming.
          All four elements of leadership as defined by the MIT model are prevalent in both gaming and corporate leaders, however the importance of each element varies between the two.    For example, "Visioning" is described as outlining the potential outcomes for the organization in the future.  Visioning ranked higher in importance within the corporate world because game worlds are predefined, reducing the need for leaders to set expectations for an organization's advancement and direction.  Corporate leaders do not typically have that luxury.  "Sense-making" refers to a leader's ability to understand the context of the environment in which they are operating.  Leaders performing this task will be gathering, validating and implement disparate sources of information within their respective environments.  They will be making decisions based on rapidly changing circumstances and course correcting on the fly.   "Relating" speaks to a leader's ability to communicate and build relationships with individuals at all levels of the organization, as well as the ability to work with contacts externally.  A leader must be able to collaborate, self evaluate, and provide feedback.  "Inventing" is the ability of leaders to innovate and solve problems creatively to achieve their vision for the organization.   Execution is key for an strong leader in both communities.  Leaders must be able to drive the organization towards established goals and transform goals into results.
         
          In the corporate world it seems it is generally accepted that leadership potential is a product of one's nature.  You either have it or you don't.  However, leadership culture in the world of online gaming is often times the opposite, and that leadership is often cultivated by the environment.  In online gaming environments, leadership arises through the following:  Project-oriented organizations, typically a Guild or a Clan, oriented towards achieving specific goals, such as "raiding" or player vs player combat. These "projects" are specifically tied to a transparent incentive system that awards, players for their time commitment and skill at executing the assigned tasks.  Gaming environments typically include multiple layers of communication to provide leaders an inclusive medium for delegating tasks, receiving feedback, and making adjustment on the fly.  Often times, gaming leaders must use third party VOIP programs, group chat,  and personal messaging to succeed.  In gaming, the incentives are transparent and known from the start which allows for very strict peer to peer review of player competencies and ruthless efficiency corrections.  Gaming leaders typically have a short shelf life.  They have to delicately balance keeping their people focused, happy, and engaged.  If incentives are not achieved and goals are not met, subordinates typically oust a leader or move on immediately, as there is no real risk to an individual's security in doing so.
          Corporate leaders face a bit of a larger challenge, specifically that of risk.  Risk is tolerated and expected in gaming.  Organizations in games that don't take risks simply cannot compete with those that do.  Failure on the first few attempts is expected and accepted as it enables a shorter, more efficient, learning curve.  Games have a reset button.  Corporations simply cannot always be as risky.  Real-world, financial, and legal consequences often times shape corporate managers into risk averse, cautious leaders.  Shareholders and subordinates can only afford so much risk, as security and financial stability are imperative to an organizations success.  Gamers at most, are set back a few days or weeks in progress, with no real-world consequences.    Risk averse organizations can be held back from making real progress, when leaders stovepipe information and create bureaucracies to insulate the organization from risk.  Corporations could stand to adopt some of the "put up or shut up," qualities of gaming culture.  Accountability is king in gaming organizations, player skill, commitment, and efficacy are transparent and immediately vetted.  Leaders are often swapped in and out depending tasks and schedule.  In corporations this is often not the case, and ill fitted managers are assigned tasks beyond their capabilities, simply because they are the manager.  Not exactly a model for efficiency or success.
          Effective leaders in both environments will be those who can expertly use all available data to make informed decisions and adjust course as necessary.  Managing risk while simultaneously achieving established goals and incentivizing employees is equally necessary.  Both online gaming and corporate environments are dynamic and fast paced.  Visionary leaders who can handle the pressure will succeed.  Personally I think the corporate world could afford to adopt some lessons from gaming.  Take a little more risk, innovate, and avoid bureaucratic bloat - tall order.  However, I don't think we'll be seeing people getting corporate leadership positions from having gaming experience on their resume as the article implies.  Corporate culture is a slow moving beast and the risk is just too high with dollars on the line.





ImmersiveEducation.org

Sources:
(1)  IBM Gaming Report: Virtual Worlds, Real Leaders
(2)  IBM Report: Leadership in a distributed world - Lessons from online gaming

Friday, December 13, 2013

Class #14: Test Video

Here is a quick clip exported from Camtasia. Just testing things out on my new YouTube channel.


Class #14: Immersive Library Machinima Tour

 This is a brief video tour of my Immersive Library in Meshmoon Rocket.

Sunday, December 8, 2013

Clickable Images Guide - Advanced

This guide will teach you how to make clickable images in Meshmoon that will, when clicked, take you to an external web page.

Disclaimers:

The Meshmoon developers are working towards removing this capability altogether.  So don't be surprised if this doesn't work in the next month or so.  Also, please be respectful and don't link to anything inappropriate.  The lead developer himself taught me how to do this and I'd hate to have his trust in me breached.  They do pay attention and they will delete your world.

Before you even get started you must do the following:


1.)  Create an account at a free Image Hosting site.  I recommend http://imgur.com/ as that is what I use.
          -  Upload your 5 images to this site.
          -  Click on an individual image and note the link highlighted in the image below.  This is what you'll
              need to paste into Rocket eventually.

2.)  Download this script and upload into your "Scene Storage" in the Rocket Client.  Simply drag and drop it from your desktop.  https://wfs.bc.edu:443/langonea/click-open-url.js

This is where it gets complicated...

(If you have some coding experience this will probably simple for you.  It was a little complicated for me to understand.  The script writer left comments in the code if you open the script in the text editor.)

1.)  Import your pictures as follows:

Use your imgur link in the web pop-up and then hit create.  Drop your image in front of you.

2.)  Hit Shift-E to open the "Entity-Component Editor."  Then click on your image.  It should look like mine below:
Click the little triangle to hide the submenus within the editor.
          -  Right-click in the editor.  Select "Add Component."
Select "Script" from the Component drop down menu.
          -  Leave the Name field blank.  Click add.
          -  Now fill out the Script component as follows:

          -  CONGRATULATIONS!  You're almost done...  At this point if you exit the component editor and              click on your image it will bring you to the direct URL of the image.  However for our final, the                      requirement was to bring it to a related webpage.  The final step below will complete the                                requirement.
          -  Hide the "Script" sub-menu and open the "DynamicComponent: AdminoContent" sub-menu.  Fill it                out as follows:

3.)  Test it out!  When you click on your image you should now get a pop up at the of the screen asking if you'd like to go to the webpage you provided.  If you click Allow you'll get an external browser pop-up.

4.)  Once you've finished the first one, the remaining ones are much easier.  Simply open the Entity-Component Editor by using Shift-E and click on the image you just finished.  
          -  Copy the "Script" component as shown below and then simply paste it into the Entity-Component                 Editor for each subsequent image.  
          -  You will need to follow the "DynamicComponent: AdminoContent" step above for each image to                   link them to unique URLs.